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Software Support => GroovyMAME => Topic started by: Calamity on August 06, 2016, 11:10:36 am

Title: GroovyMAME 0.227 - Switchres v0.017t
Post by: Calamity on August 06, 2016, 11:10:36 am
What is GroovyMAME?

GroovyMAME is a M.A.M.E. fork aimed at CRT monitors, with a strong focus on CRT preservation, since this is the only display technology that accurately replicates the genuine video game experience. However you can use GroovyMAME to alleviate some of the annoyances associated to emulation on LCD displays, specially for those models which are capable of refreshing at custom rates.

GroovyMAME's main features as compared to official MAME:

- Improved video and audio synchronization that achieves truly smooth scrolling, tearing-free video and hiccup-free audio.

- Automatic generation of custom video timings for CRT monitors.

- Reduced input latency

While the improved synchronization feature is system independent, you are going to need a special hardware and software setup in order to get the full potential out of GroovyMAME.

Regarding the hardware part, do yourself a favour and grab an ATI/AMD Radeon card, any model from Radeon 7000 to the HD 7xxx family should work, both AGP and PCIe models. As far as we know, there is nothing that can remotely compare to these cards in terms of flexibility.

On the software side of things, you need to be aware that operating systems are not designed to deal with hundreds of video modes as we are going to need here, so some degree of hacking is required. You can use one of these options:

- Windows 7/8/8.1/10-64-bit + CRT Emudriver 2.0 beta (ATI/AMD Radeon HD 2xxx to R9 series).
                   CRT Emudriver download site (ftp courtesy of Abubu) (http://geedorah.com/eiusdemmodi/forum/viewtopic.php?id=295)

- Windows XP-32/64-bit, Windows 7-64-bit + CRT Emudriver 1.2x (ATI/AMD Radeon 7000 to HD 4xxx).
                   CRT Emudriver download site (ftp courtesy of Abubu) (http://geedorah.com/eiusdemmodi/forum/viewtopic.php?id=65)
                   Download mirror (courtesy of Krick) (http://mame.3feetunder.com/windows-ati-crt-emudriver/)

- Groovy Arcade Arch Linux distro (ATI/AMD cards supported by the xf86-video-ati driver, Nvidia models supported by the 'nouveau').
                   Groovy Arcade download site (https://drive.google.com/drive/folders/0B0NB2HYUHHktUFZXTWJfbHpzUlE)

Either one of these operating systems combined with one supported card is the preferred environment to run GroovyMAME in. However, GroovyMAME can also generate custom timings under Windows for virtually any card supported by PowerStrip, by interfacing with Powerstrip's API. Anyway, keep in mind this method is way more limited and unreliable than the standard one.

Download GroovyMAME

         GroovyMAME download site (https://drive.google.com/drive/folders/0B5iMjDor3P__aEFpcVNkVW5jbEE)

Setup

For a guide on setting GroovyMAME along with CRT Emudriver (Windows 7), please refer to Recap's  GroovyMAME: Installation and quick configuration (http://geedorah.com/eiusdemmodi/forum/viewtopic.php?id=290).

Basic steps (Windows):
- Download the official GroovyMAME package from our site (https://drive.google.com/drive/folders/0B5iMjDor3P__aEFpcVNkVW5jbEE).
- Unzip the package into a folder of your choice.
- Edit mame.ini with your ROM paths and monitor type (in the SwitchRes section).
- Run mame64.exe

Reporting problems. How to create a log

If you're experiencing any problem or odd behaviour regarding GroovyMAME, please create a log and post it when reporting the problem. This will provide us with critical information beforehand and will save us from asking you to post a log. Bug reports without a proper log will be ignored.

Steps to create a log:

- Run GroovyMAME like this:
Code: [Select]
c:\mame_folder>groovymame.exe romname -v >romname.txt- Upload romname.txt as an attachment to your post. Please don't paste it inside the edit box as it makes things unreadable.

Compiling notes (v0.227)

Go to our GitHub site (https://github.com/antonioginer/mame/releases), and download the most recent release source package. If you're a git user, you'll likely prefer cloning the repository locally, and checkout the most recent GroovyMAME's branch (e.g. groovymame0224).

Alternatively, you can download GroovyMAME's patch (https://drive.google.com/drive/folders/0B5iMjDor3P__aEFpcVNkVW5jbEE), and apply it over MAMEdev's source package, this way:

Code: [Select]
c:\mame_source>patch -p1 <0227_groovymame_017t.diff
c:\mame_source>make


What's new in Switchres v0.017t (January 2021)

- Slider enhancements (as requested by schmerzkaufen):

  * Increased vsync_offset slider limit to 1024
  * Added 1-decimal precision to CPU overclock slider


What's new in Switchres v0.017s (October 2020)

- (github) Added script for automatic builds (Substring).

- Re-added -black_frame_insertion features from v0.017q, that had been accidentally removed.

- (Linux) Hide v-sync offset slider (not implemented yet)


What's new in Switchres v0.017r (September 2020)

- (Windows) Added v-sync offset slider. Used for removing static tearing when using frame delay. Valid values: 0-512.


What's new in Switchres v0.017q (June 2020)

- Improved black frame insertion, as per Blur Busters (http://forum.arcadecontrols.com/index.php/topic,162926.msg1715748.html) request. Option -black_frame_insertion (-bfi) now takes an integer that means the number of black frames to insert after the visible frame:
  - For 120 Hz, use -bfi 1
  - For 180 Hz, use -bfi 2
  - etc.


What's new in Switchres v0.017p (November 2019)

- Updates code since some of the low latency modifications have now been pushed to baseline. There's a new option -lowlatency, enabled by default in GM, that is required by -frame_delay to work.

- (Windows) Dropped modification introduced in v0.017o to reduce input latency in BGFX, because it causes speed issues on Windows 7.


What's new in Switchres v0.017o (August 2019)

- Reduced input latency for the BGFX video backend with vsync enabled. Measured latency is now 2 frames lower on Windows (not tested on Linux yet). Using DwmFlush() on Windows for vsync. [oomek/Calamity]


What's new in Switchres v0.017n (January 2019)

- (Windows) Fixed bug that caused HLSL to crash with the Direct3D9ex renderer.

- (Windows) Improved version detection of regular AMD drivers.

- (Windows) Changed package naming policy, now the plain Direct3D build becomes groovymame64...win-xp, while the Direct3D9Ex one becomes groovymame64...win-7-8-10, as per Krick's suggestion. Hopefully this hint will route users to the proper build based on their operating system's version.


What's new in Switchres v0.017m (December 2018)

- Added feature to autosave UI sliders to make frame delay in-game adjustments non-volatile.

- (Windows) Added capability to toggle frame delay from the UI.

- (Windows) Preliminar work on modifications to the frame delay implementation to improve its accuracy.

- (Windows) Temporarily dropped BFGX support due to upstream overhaul.


What's new in Switchres v0.017l (November 2018)

- Fixed issue where 4K pixel clocks caused an overflow in the modeline engine. Now Switchres can properly pick 4K video modes. However, AMD drivers will still reject custom 4K timings so, until this gets fixed, use the -nomodeline_generation in GroovyMAME when running on 4K monitors.


What's new in Switchres v0.017k (November 2018)

- Modeline generation now possible from 15 kHz up to 8K fulldome. Bandwidth limitations imposed by drivers still apply.


What's new in Switchres v0.017j (October 2018)

- Attempt at fixing mode selection issues on LCD monitors caused by a mismatch where Windows reports modes as interlaced but AMD drivers return progressive timings.


What's new in Switchres v0.017i (August 2018)

- Attempt at fixing random crashes when save states are used. Experimental confirmation needed.

- Improved selection of video modes based on refresh rate when option -modeline_generation is disabled.


What's new in Switchres v0.017h (March 2018)

- Added slider control for frame delay [intealls]

- Added speed statistics to the -bench command to estimate the right value of frame delay for a specific game [intealls]


What's new in Switchres v0.017g (February 2018)

- Fixed D3D9ex windowed mode.

- Fixed multimonitor (D3D9ex only).


What's new in SwitchRes v0.017f (November 2017)

- (Windows) Fixed bug that caused GM to crash with Direct3D9Ex when no suitable video mode mode was found.

- Added new monitor preset for 15.7/31.5 kHz dual-sync monitors (arcade_15_31).


What's new in SwitchRes v0.017e (August 2017)

- Some code changes in response to the ongoing overhaul in baseline options system.


What's new in SwitchRes v0.017d (June 2017)

- (Linux) Fixed bug affecting the "lcd" monitor preset, that caused a wrong 0x0 resolution to be used [Doozer].

- (Linux) Fixed long-standing bug that prevented DRM-based v-sync from working at all  [Calamity].


What's new in SwitchRes v0.017c (March 2017)

- (Windows) Fixed bug that caused newer video cards to be incorrectly detected as legacy ones. Make sure to match with CRT Tools beta 10+.


What's new in SwitchRes v0.017b (February 2017)

- (Linux) xrandr system executions replaced by libxrandr calls for modeline manipulation. Improved X error handling. Fixed in-game video mode switching [Doozer].


What's new in SwitchRes v0.017a (February 2017)

- Added support for lots of new AMD GPUs & APUs, check CRT Emudriver's site (http://geedorah.com/eiusdemmodi/forum/viewtopic.php?pid=1009) for the required driver update.


What's new in SwitchRes v0.016 final (January 2017)

- Increased granularity of integrated audio resampler, to avoid or reduce over-/underruns due to the use of -syncrefresh with the new PortAudio implementation for low latency audio [intealls].


What's new in SwitchRes v0.016 alpha 6 (January 2017)

- Attempt at fixing broken spinner/trackball devices while preserving low latency for keyboards and joysticks. Experimental confirmation needed. Confirmed.


What's new in SwitchRes v0.016 alpha 5 (December 2016)

- Now scaling options are properly re-applied after a resolution switch, for instance when rotating the screen from the internal user interface.

- Dropped the set_focus fix as it's no longer required since SDL 2.0.5 [Doozer].


What's new in SwitchRes v0.016 alpha 4 (December 2016)

- Full implementation of dynamic mode switching on the BGFX renderer (D3D11 backend). Now it shouldn't crash when launching games from the internal UI. Games that switch video modes dynamically now work.

- Improved dynamic mode switching for -video bgfx (D3D11) and -video d3d (D3D9/D3D9Ex*). Now transitions should be smoother, and the desktop shouldn't flash on the background anymore. There should be comparative advantage here for D3D9ex (and D3D11) over plain D3D9 since the former doesn't need to destroy and recreate resources upon a mode switch.

- Attempt at reducing input latency, now it should be on a par with previous versions of GM (0.171). Experimental confirmation needed. Confirmed!

* Re-added D3D9Ex support, now as a separate build. Remind using -video d3d even for the D3D9ex build, instead of the old deprecated setting -video d3d9ex.


What's new in SwitchRes v0.016 alpha 3 (October 2016)

- Attempt at fixing erratic speed issue on Windows XP, by replacing std::chrono::high_resolution_clock by std::chrono::steady_clock.


What's new in SwitchRes v0.016 alpha 2 (September 2016)

- Attempt at fixing bug that caused -unevenstretchx to be always forced even if full fractional stretching was required when the -super_width condition was met.


What's new in SwitchRes v0.016 alpha 1 (August 2016)

- Project relicensed as GPL-2.0+.

- (Windows 7+) Real full screen support for BGFX renderer (Direct3D 11 backend). Still experimental, dynamic resolution switching may crash on some systems. Latency reduced by the SetMaximumFrameLatency method.

- New option -autosync:
     * With -autosync enabled, -syncrefresh will be activated automatically if the refresh difference is below -syncrefresh_tolerance. If the refresh difference is greater than -syncrefresh_tolerance, -triplebuffer (multithreaded blitting) will be activated for Windows builds, while -nosyncrefresh will be used for SDL builds.

     * With -autosync disabled, -syncrefresh (and -triplebuffer for Windows builds) will be configured manually, either from command line or ini files.

- New option -super_width. Defines the width that triggers the new -unevenstretchx option (fractional scaling on horizontal axis, integer scaling on vertical axis). Used for super resolutions. Default value is 2560.

- Dropped option -cleanstretch. Not required any more since official MAME now supports integer scaling.

- Dropped Direct3D 9ex support. LCD owners who used -video d3d9ex in order to enjoy reduced latency are suggested to move to -video bgfx, which now implements the same latency reduction method (SetMaximumFrameLatency).


Older threads:

GroovyMAME 0.171 - SwitchRes v0.015m (http://forum.arcadecontrols.com/index.php/topic,135823.msg1404224.html)
GroovyMAME/GroovyUME 0.149 SwitchRes v0.014b (http://forum.arcadecontrols.com/index.php/topic,128879.msg1316985.html)
GroovyMame for arcade monitors version 0.146u4_013f (http://forum.arcadecontrols.com/index.php/topic,110905.msg1175640.html#msg1175640)


Title: Previous versions
Post by: Calamity on August 06, 2016, 11:12:20 am
What's new in SwitchRes v0.015m

- (Windows 7+) Preliminar support for the new BGFX renderer (currently only DirectX 11). Mode setting is implemented. Dynamic resolution switching may be buggy yet. Frame delay not implemented yet.

- (Linux) New implementation of the SDL 2.0.4+ input fix (Doozer).

- (AMD ADL) Fix for refresh value being shown incorrectly on internal UI. (Reported by haynor666).


What's new in SwitchRes v0.015l-final (cumulative fix)

- Added support for AMD HD 5000/6000/7000 series. You'll need  CRT Emudriver 2.0 for Windows 7/8/10 (http://geedorah.com/eiusdemmodi/forum/viewtopic.php?id=295).

- ATI legacy cards (HD 2000/3000/4000): fixed halved refresh of interlaced modes on vsync with Direct3D (only if sync polarity is set to positive, details below).

- Removed frogger/galaxian patch. As suggested by haynor666.

- (fix 1-2) Correcty assign sync polarity to ATI legacy cards. This reverts initial 0.015l attempt to fix issue related to halved refresh of interlaced modes with Direct3D on Windows 7+. Now, manually forcing positive vertical sync polarity (+vsync) will effectively bypass the problem, although because most arcade monitors and TVs require negative sync polarity, this method won't work in most cases (out of sync video). However, if you use a device that properly handles the sync signals between the video card and the monitor, such as the UMSA, this method will work great.

- (fix 3) Solves crash affecting AMD HD 5000+ cards.

- (fix 4-5) (Linux) Fixes input for SDL 2.0.4 (Doozer). Caused by MAME window not receiving input focus in the absence of a window manager.

- (fix 5) (Windows) Fixes Powerstrip support.

- (fix 6) (Linux) Fixes bug with SDL build where GroovyMAME would freeze at the combination of -nomodeline_generation and -monitor lcd (reported by RobertJ)

- (fix 6) (Windows) Properly tell apart system modes.

- (fix 6-7) (Windows, AMD 5000+) Fixes crash caused by GroovyMAME attempting to switch the interlace feature of a given modeline in the same session, when using Direct3D 9ex (reported by intealls).

- (fix 7) (Windows, AMD 5000+) Correctly assing sync polarity to AMD HD 5000+ cards. Because AMD documentation is wrong, GroovyMAME/VMMaker where assigning the polarities the wrong way. This must be the direct cause of most out-of-sync issues reported till now. What happened is that GM assigned positive sync instead of negative, and vice versa. This is fixed now, but you'll need to update your crt_range definitions, both in VMMaker and GroovyMAME. By default, negative sync (0) is what should be used in most cases. Thanks to intealls for doing proper checks with an oscilloscope and R-Typer for double-checking.

- (fix 7) Use 6 decimal figures for refresh values (Doozer).

- (fix 7) (Linux) Disable -syncrefresh when DRI can't be accessed (suggested by Doozer).

- (fix 7) (Windows) Properly report the refresh when using Powerstrip with a -ps_timing string (reported by sean_skroht).

- (fix 7) (Windows) Fixes bug preventing -nomodeline_generation from working (reported by Cisek).

- (fix 7) (Windows) Fixes issue with Attract-Mode front-end loosing focus on GroovyMAME exit (intealls).


What's new in SwitchRes v0.015k

- Improved audio/video synchronization [intealls]: now the audio update code is called per frame, right after the video update, instead of being scheduled based on an alien timer. This is important for time-critical audio implementations such as ASIO.

What's new in SwitchRes v0.015j

- Direct3D9ex support [koopah, intealls] (new option: -video d3d9ex): now GroovyMAME supports Direct3D9ex, which is present in all versions of Windows starting with Vista. This allows the application to take control of the frame latency and force it to the minimum allowed by the driver, avoiding the dreaded frame queues. This is specially useful in the situations where frame_delay can't be used reliably without tearing (LCDs, high resolutions). Besides, Direct3D9ex seems to perform better for certain hardware (Nvidia, Intel), so it may be preferred to plain Direct3D9 in general.

- Frame delay (improved) [intealls, Calamity]: now frame_delay polls the video driver for absolute scanline values, totally bypassing the default vertical synchronization functions. Some of the advantages are:

- Vsync offset [intealls] (new option: -vsync_offset): forces render to happen a certain number of lines before the vertical blank (e.g. -vsync_offset 200). At high resolutions (LCD, etc.), the time it takes the GPU to scale a frame starts being longer than the blanking period itself. This is specially true when HLSL is used. This appears as static tearing when frame_delay is used. To compensate this issue, vsync_offset forces the render code to be called a number of lines ahead of time. Ideally, using a proper value realigns the render completion with the end of the blanking period, cleanly removing all tearing, even on LCDs with frame_delay and HLSL enabled. In practice, you need a fairly fast card in order to fully remove tearing. The higher the tearing line appears on the screen initially, the faster your card is, and the more chances of completely hiding tearing through -vsync_offset. Notice that you'll need to lower your frame_delay value proportionally to the amount of lines you set in -vsync_offset.

What's new in SwitchRes v0.015i

- Fixed broken mouse/trackball in SDL (VeS).
- Disabled prescale settings for vector games in SDL (now Windows and SDL builds behave the same).
- Fixed logging of option settings in SDL.

What's new in SwitchRes v0.015h

- Forced prescale value to 1 when using HLSL and GLSL filters. Avoids warnings and problems.

What's new in SwitchRes v0.015g

- Added support for video mode switching with the OpenGL renderer in Windows (-video opengl). Notice that in order to get any vertical synchronization through the OpenGL renderer, the WGL_EXT_swap_control extension must be present in the system, otherwise the emulation will run unthrottled. This seems to be totally driver dependent. Not a real alternative to Direct3D at the moment.

What's new in SwitchRes v0.015f

- Fixed bug in modeline scoring system that caused incorrect mode selection when running 60.606 Hz games (e.g. frogger) at their native orientation using certain monitor presets.

What's new in SwitchRes v0.015e

- Starting from this version hiscore.dat must be placed in the same folder where mame.exe is, instead of inside the .\hi directory as before. This is to avoid confussion to new users. Please make sure to move hiscore.dat to the right place if you're upgrading from previous versions.

- Now GroovyMAME code relies on a simplified osd-independent version of MKChamp's hiscore patch. It's purpose is to make it easier to update both patches on the new update schedule, by keeping their entanglement as shallow as possible.

What's new in SwitchRes v0.015d

- Frame_update method slighty reorganized to improve -frame_delay efficiency. Should fix previous issues with analog controls.

What's new in SwitchRes v0.015c

- Support for rotated desktops (Windows & Linux).
    - E.g. if you have your desktop rotated 90º, launch GroovyMAME like this: groovymame.exe 1942 -monitor vertical -aspect 3:4
      ("Magic" resolutions won't work with rotated desktops. If you're still using them we encourage you to move to "super" resolutions).

- Finally proper support for "super" resolutions (Windows & Linux):
    - Fix for modeline scoring to properly select the best available "super" resolution.
    - Fix for blank UI due to wrong scaling when in rotated mode and using "super" resolutions.
    - Fix for vector games that didn't show when using "super" resolutions.

- Moved our official build to SDL2 (Linux):
    - Fix for SDL2 broken waitvsync feature, now we perform vsync through DRM.
    - Fix for SDL2 broken mode switching feature while in fullscreen.
    - Added support for asynchronous rendering (equivalent to -triplebuffer in Windows).

- Full logs back in working order.

What's new in SwitchRes v0.015b

- New fix for Windows 7 progressive/interlaced mode switching with DirectDraw, now also works with ArcadeVGA 3000 (thanks to Sledge & sean_skroht).
- Fix in the modeline scoring system so that it properly accounts for the refresh rate when -nomodeline_generation is used (reported by Haggar).

What's new in SwitchRes v0.015a

- Change that makes the built in UI useful for selecting games with a joystick. Now all games in the directory are listed in alphabetical order (patch by cools).
- Fix for mouse devices that stopped working properly since a previous change (reported by Endprodukt & sean_skroht).
- Fix for SDL Linux to allow dynamic refresh switching even when resolution doesn't change, required for variable refresh capable LCDs (patch by eldiau)
- Now the -prescale settings are not applied with HLSL on, this fixes previous video issues (suggested by lettuce).
- Now when using interlaced modes in Windows 7 -video ddraw is automatically selected, in order to avoid the refresh rate being halved.

What's new in SwitchRes v0.015

- Automatic modeline generation now can be enabled/disabled (new option -modeline_generation): now GroovyMAME can pick your installed modelines as use them as read-only (-modeline_generation 0), or update them dynamically with its automatic modeline generation engine (-modeline_generation 1). In all cases, modelines are evaluated to check their frequencies against your defined monitor working ranges. This option is meant for users who have customized their modelines by using external software like Arcade_OSD, and want GroovyMAME to pick their modelines and only their modelines.

- User defined modelines (new option -modeline): now you can pass a raw modeline to GroovyMAME and it will use it! This makes full control of video timings possible for advanced users. Just add a line like this in your game or driver .ini file:

Code: [Select]
modeline "320x240_60 15.91KHz 60.05Hz" 6.62 320 344 376 416 240 244 247 265 -hsync -vsync
The only requirement is to have a modeline already available in the system with the same active width and height. Note that magic resolutions also work here, so it's enough to have a magic resolution with the proper height available. Warning: user defined modelines frequencies are NOT checked. Use it at your own risk. This option is provided to allow full freedom for advanced users. Your monitor settings will be overridden and a custom monitor range will be created on the fly to accommodate your modeline. As suggested by rCadeGaming.

- Cleanstretch feature (improved): now the -cleanstretch option admits these values:
  * 0 (in mame.ini) = auto, this value allows GroovyMAME to decide whether to use integer scaling.
  * 0 (in specific .ini or command line) = force fractional scaling.
  * 1 = force integer scaling in both axis.
  * 2 = fractional scaling for x-axis, integer scaling for y-axis. This option is manual only (can't be selected automatically). As suggested by Cools.

- Resolution masks (new): now you can specify resolution wild cards like this: -resolution 640x0 or -resolution 0x480, where '0' is a wild card value. As suggested by Dr.Venom.

- Changeres (improved): now dynamic resolution switching inside games only happens if the resulting modeline actually changes. Scaling options, on the other hand, are dynamically updated. This feature, in combination with resolution masks, makes possible to use "super-resolutions" to achieve seamless resolution switching for systems that change the active width frecuently, like the Megadrive. As suggested by Dr.Venom.

- Frame_delay (improved): reduced input latency thanks to improved -frame_delay option, check this thread for more information: http://forum.arcadecontrols.com/index.php/topic,133194.0.html (http://forum.arcadecontrols.com/index.php/topic,133194.0.html)

- Audio latency now admits fractional values (e.g.: -audio_latency 1.5): this makes it possible to find the optimal system specific glitch-safe audio latency value with finer granularity. As suggested by Dr.Venom.

- Black frame insertion (new option -black_frame_insertion): enables black frame insertion, to eliminate eye-tracking motion blur for both CRT and LCD monitors (more information: http://www.blurbusters.com/ (http://www.blurbusters.com/)). It requires a 120 Hz capable display. You need to define either a 120 Hz monitor preset in mame.ini or use a 120 Hz desktop resolution. Then set "black_frame_insertion 1" in mame.ini, this will allow GroovyMAME to enable black frame insertion when required.

- Multi-monitor support: SwitchRes can only target one single monitor at a time, defined by index #0 of the per-window options (screen/aspect/resolution/view). But now, you can have two or more full screen displays at once: SwitchRes will operate on screen #0, and the other screens will be handled by default MAME video functions.

Code: [Select]
groovymame.exe orunners -numscreens 2
- LCD marquee support: as a consequence of multi-monitor support, now you can use GroovyMAME with an LCD secondary monitor for marquees. You have to set "use_marquees 1" in mame.ini, use a layout that contains marquee artwork, and these options:

Code: [Select]
groovymame.exe 1942 -numscreens 2 -view1 marquee
- Video timings now saved in .cfg: now GroovyMAME saves the modeline used in the game's specific .cfg file. This feature, combined with GroovyMAME now accepting modelines from .ini files, will allow future third party applications to interface with GroovyMAME's video timing configuration.

- New monitor presets:
  * pc_31_120: a preset for 120Hz capable PC CRT monitors, at 31kHz (VGA). Designed for hardware scanlines by frequency doubling. Black frame insertion recommended.
  * pc_70_120: same as pc_31_120, but for monitors capable of up to 70kH (SXGA).
  * r666b: Rodotron 666B-29 (by rock145).

- General re-adjustment of existing monitor presets (specifically line boundaries between 24 and 31 kHz ranges).

- New option -ps_timing. By using this option you can pass GroovyMAME a Powerstrip timing string, which GroovyMAME will pass to Powerstrip unmodified. This is meant to use modes that have been manually pre-adjusted with Powerstrip. One possible use of this feature is to allow ArcadeVGA 3000 users customize each mode, even have many instances of them with different refresh rates.

To get a timing string, select the mode in Powerstrip, and in "Advance Timing Options", click the copy to clipboard button, on the bottom right part of the window. This will copy this information to the clipboard:

Code: [Select]
PowerStrip timing parameters:
1366x768=1366,36,48,42,768,3,5,6,69840,518

Generic timing details for 1366x768:
HFP=36 HSW=48 HBP=42 kHz=47 VFP=3 VSW=5 VBP=6 Hz=60

VESA detailed timing:
PClk=69,84 H.Active=1366 H.Blank=126 H.Offset=20 HSW=48 V.Active=768 V.Blank=14 V.Offset=3 VSW=5

Linux modeline parameters:
"1366x768" 69,840 1366 1402 1450 1492 768 771 776 782 -hsync -vsync

The line we're interested in is the first one. Just grab the row of numbers after the "=", and use it to fill in the ps_timing option in mame.ini, like this:

Code: [Select]
powerstrip 1
ps_timing 1366,36,48,42,768,3,5,6,69840,518


What's new in SwitchRes v0.014b

- First version with native Windows 7 support, getting things ready for the advent of CRT Emudriver for Windows 7.
- Workaround for progressive/interlaced mode switching in Windows 7 and DirectDraw.
- Changed DirectDraw to use flipping surfaces with -waitvsync too, to allow bilinear filtering in Windows 7. Also fixes the problem of -waitvsync resulting in double speed in Windows 7. However, it may cause tearing on LCD displays when using DirectDraw, so make sure to use Direct3D with LCD monitors.
- Fixed crash on exit for 32-bit builds on Windows 7.

What's new in SwitchRes v0.014a

- Fixed bug that made some games appear mirrored or upside-down.
- Fixed incorrect monitor presets: ms2930, k7000
- Added two new settings for the -orientation option: rotate_r, rotate_l. Use either one of those in case you have a vertically mounted monitor so to specify its correct rotation direction.
- Improved filtering of system resolutions to avoid triplicated enumeration in some systems.
- Now the GroovyMAME version is prompted after the main version so we no longer create conflicts with frontends which grab the version of MAME from the credits text.

What's new in SwitchRes v0.014

- Fully rewritten modeline engine. Redesigned algorithm for resolution picking, now each resolution reported by the system is evaluated individually according to your monitor specs.

- Full PowerStrip integration, so at least in theory many more cards are now supported (i.e NVidia).

- Support for VESA generalized timing formula (GTF), this is to provide quick support for multisync PC CRT monitors (not for the ancient fixed-frequency ones!). Use the monitor presets labeled as "vesa".

- New monitor presets added. Check the most suitable for you:

Code: [Select]
custom Define your own custom by means of -crt_range lines
pal PAL TV - 50 Hz/625
ntsc NTSC TV - 60 Hz/525
generic_15 Generic 15.7 kHz
arcade_15 Arcade 15.7 kHz - standard resolution
arcade_15ex Arcade 15.7-16.5 kHz - extended resolution
arcade_25 Arcade 25.0 kHz - medium resolution
arcade_31 Arcade 31.5 kHz - high resolution
arcade_15_25 Arcade 15.7/25.0 kHz - dual-sync
arcade_15_25_31 Arcade 15.7/25.0/31.5 kHz - tri-sync
m2929 Makvision 2929D
d9200 Wells Gardner D9200
d9400 Wells Gardner D9400
d9800 Wells Gardner D9800
k7000 Wells Gardner K7000
k7131 Wells Gardner 25K7131
m3129 Wei-Ya M3129
h9110 Hantarex MTC 9110
polo Hantarex Polo
pstar Hantarex Polostar 25
ms2930 Nanao MS-2930, MS-2931
ms929 Nanao MS9-29
vesa_480 VESA GTF
vesa_600 VESA GTF
vesa_768 VESA GTF
vesa_1024 VESA GTF

Note: labels are no longer case sensitive

- New format for defining custom monitor specs, now the -crt_range0-9 options are used. This is the most important change in this version from the user's point of view, as the existing custom definitions will need to be modified. Not big deal however, but make sure you understand how this works as it will guarantee your success with GroovyMAME. The usual timing values remain the same, but the line limiters are replaced by four values: ProgressiveLinesMin, ProgressiveLinesMax, InterlacedLinesMin, InterlacedLinesMax. These are used to easily define the upper and lower limits of the total logical resolutions GroovyMAME should allow, both for the progressive and the interlaced range. You may leave either one of the two ranges set as zero in case you do not want progressive or interlaced modes to be generated. So the current format is as follows:

Code: [Select]
-crt_range 0-9 HfreqMin-HfreqMax, VfreqMin-VfreqMax, HFrontPorch, HSyncPulse, HBackPorch, VfrontPorch, VSyncPulse, VBackPorch, HSyncPol, VSyncPol, ProgressiveLinesMin, ProgressiveLinesMax, InterlacedLinesMin, InterlacedLinesMax
- Automatic LCD timings generation. This is useful in combination with PowerStrip. Your current timings will be read from PowerStrip and used to recalculate modelines from them. You just need to define the range for the vertical refresh your monitor supports:

Code: [Select]
-lcd_range VfreqMin-VfreqMax
- Improved rotation detection, now you can rotate the screen from the internal UI and the video mode will be recalculated properly.

- New priority system for option setting. GroovyMAME will set most of its required options automatically (-syncrefresh, -triplebuffer, -resolution, etc.), overriding the values in mame.ini. However, any other ini you create (rom, driver, orientation, etc.), as well as command line settings, will have higher priority than GroovyMAME's option setting, so you can always force something different if you feel GroovyMAME is not doing things right.

- Resolution forcing. As opposite to previous versions, now you can force the resolution that GroovyMAME picks. GroovyMAME will do its best to acommodate the game's resolution into the one you suggest.

- SwithRes video mode is shown in the Game Information screen. You're gonna love this.

- Automatic syncrefresh/triplebuffer selection. If you leave both options disabled in mame.ini, GroovyMAME will decide which one to use automatically. If the target refresh is achieved, GroovyMAME will select -syncrefresh. On the other hand, if we cannot achieve the desired refresh, due to monitor limitations, triplebuffer is used instead, so that speed is kept at 100% rennouncing to smooth scrolling. You can control how off the obtained refresh must be in order to trigger triplebuffering, by means of the new option -sync_refresh_tolerance. The default value is 2 Hz.

- Frequency scaling. Now GroovyMAME can use a multiple of the target vertical refresh if allowed by the monitor. This can be used in combination with PC CRT monitors which allow frequencies of 120 Hz, in order to achieve low resolution modes with true hardware scanlines. You need to create a custom crt_range for this. By now, -triplebuffer is used automatically for this mode. However, in order to achieve perfect scrolling you will need to use -syncrefresh in combination with -frame_delay 5, provided your system can deal with it.

- Interlace/doublescan modes can now be effectively disabled by means of their respective options. Be aware that SwitchRes does not support doublescan modes in Windows.

- Positive/negative sync polarity support under Windows.

- New option -lock_system_modes for mode filtering. In order to limit the possibility of selecting a potentially dangerous mode, the new option -lock_system_modes will prevent any mode not created by us from being picked. This will enforce GroovyMAME to use custom modes previously generated by CRT_EmuDriver. For non-ATI cards this option will block all modes actually since none of them is recognized as custom. This is the case of NVidia cards in combination with PowerStrip, or the ArcadeVGA 3000, where its custom modes are actually reported by the system as standard modes. So for these cases you should disable this option.

- New option -lock_unsupported_modes. You should only disable this option if you are possitive your system, based on your monitor's EDID, is filtering some modes that you actually created. Otherwise leave it enabled. This option only has effect in combination with -video ddraw.

- New option -refresh_dont_care. The new algorithm will filter resolutions that are out of your monitor specs. Old versions of the ArcadeVGA, as well as the Soft-15kHz program, label all resolutions as 60 Hz. This means that if this value were to be taken seriously, resolutions above 240 lines would be out of range for most arcade monitors. This option is provided in order to cope with this peculiarity, and it basically tells the algorithm to ignore refresh for range checking.

- New option -frame_delay. Delays the start of the emulation of each frame by an amount of time defined in tenths of the frame period length (0-9), in order to give a chance to the emulator to have the most possible updated input for that frame, as an attempt to minimize input lag. A value of 0 corresponds to standard behaviour. This option is experimental, and is known to produce tearing in LCD screens.
Title: Re: GroovyMAME 0.176 - Switchres v0.016 alpha 1
Post by: lettuce on August 06, 2016, 12:50:28 pm
Its BACK!!!!, good news Calamity.

Is one version of windows regarded to be better than any other where CRT EMU is regarded, would using windows 10 give the exact same experience if using windows 7?

Say now that MameUIFX is dead is there any chance you could add a UI feature much like MameUIFX did??, also has there been any development on an alternative to ASIO for reduced audio lag?
Title: Re: GroovyMAME 0.176 - Switchres v0.016 alpha 1
Post by: haynor666 on August 06, 2016, 02:34:46 pm
Fantastic news Calamity, too bad "I have to" go for week of vacation with my family :D

EDIT. I have whole evening so I decided to test new version under XP x32. Problem is I cannot get constant speed. Mame speed meter now show for example with game Argus either 98 % or 104 %. Sound also changes pitch all the time. Not compatible with XP anymore ? :/
Title: Re: GroovyMAME 0.176 - Switchres v0.016 alpha 1
Post by: keropi on August 06, 2016, 05:36:35 pm
excellent news!
Title: Re: GroovyMAME 0.176 - Switchres v0.016 alpha 1
Post by: Calamity on August 06, 2016, 05:43:21 pm
Problem is I cannot get constant speed. Mame speed meter now show for example with game Argus either 98 % or 104 %. Sound also changes pitch all the time. Not compatible with XP anymore ? :/

Please download the binary again. I've seen the same issue here. I've sort of fixed it. It's due to a change in baseline, timing is now based on the std::chrono library (C++ 11) which doesn't seem to work properly on XP. I've reverted that change on the new builds and it seems to work fine now.
Title: Re: GroovyMAME 0.176 - Switchres v0.016 alpha 1
Post by: haynor666 on August 06, 2016, 06:34:40 pm
After short tests - constant speed and stable sound again, thanks :)
Title: Re: GroovyMAME 0.176 - Switchres v0.016 alpha 1
Post by: haynor666 on August 22, 2016, 02:13:37 pm
Another problem under windows XP - games that uses resolution autoswitching crash - I get error in Direct3D. I'm pretty sure I've seen some posts about this previously but I cannot find those right now.
Title: Re: GroovyMAME 0.176 - Switchres v0.016 alpha 1
Post by: keropi on August 22, 2016, 05:52:26 pm
I upgraded from GM 0.171 and I noticed that at least 496i games now don't fill the whole screen:

GM 0.171 :

(http://i.imgur.com/6BBKE95.jpg)

GM 0.176 :

(http://i.imgur.com/4DtrDZ7.jpg)


I have no idea how to fix that, maybe it's related to the new mame BGFX renfering (forcing d3d does not help) or maybe there is a new option I don't know or it's because GM 0.176 is in alpha stage?   :)
These are obviously vertical games running in interlaced mode in a horizontal monitor, so hopefully it's just a bug.


I also noticed that F10 (speed throttle) does nothing for my setup (typical G3258 with ati6450) and that the Gauntlet Dark Legacy and Legends games behave at full speed - like F10 is pressed.
Anyone noticed these things as well?
Title: Re: GroovyMAME 0.176 - Switchres v0.016 alpha 1
Post by: haynor666 on August 22, 2016, 05:58:57 pm
Probably due unevenstretch set to 0 and new options integer stretch. Set unevenstretch to 1.
Title: Re: GroovyMAME 0.176 - Switchres v0.016 alpha 1
Post by: Sledge on August 22, 2016, 06:08:25 pm
So.. is there any real need to upgrade to the new version yet?
Or wait a few versions until bugs are ironed out?
Title: Re: GroovyMAME 0.176 - Switchres v0.016 alpha 1
Post by: Doozer on August 23, 2016, 02:13:58 am
Another problem under windows XP - games that uses resolution autoswitching crash - I get error in Direct3D. I'm pretty sure I've seen some posts about this previously but I cannot find those right now.

I have posted about the same issue under Linux. I was still using SDL and not BGFX video backend.
Title: Re: GroovyMAME 0.176 - Switchres v0.016 alpha 1
Post by: Doozer on August 23, 2016, 02:16:25 am
So.. is there any real need to upgrade to the new version yet?
Or wait a few versions until bugs are ironed out?

Because the version 0.176 is alpha. I would recommend to stay with version 0.171 until at least a beta is released or another upcoming groovy patch is made available by Calamity.
Title: Re: GroovyMAME 0.176 - Switchres v0.016 alpha 1
Post by: keropi on August 23, 2016, 04:00:19 am
Probably due unevenstretch set to 0 and new options integer stretch. Set unevenstretch to 1.

Unfortunately that did not help, I also tried messing with the keepaspectratio/unevenstretchx options but made no difference...
About the crash in resolution change in games, what game does that so I can test if it happens to 7/x64 as well?
Title: Re: GroovyMAME 0.176 - Switchres v0.016 alpha 1
Post by: Doozer on August 23, 2016, 05:37:28 am
Probably due unevenstretch set to 0 and new options integer stretch. Set unevenstretch to 1.

Unfortunately that did not help, I also tried messing with the keepaspectratio/unevenstretchx options but made no difference...
About the crash in resolution change in games, what game does that so I can test if it happens to 7/x64 as well?

This picture behaviour was indeed an issue with the first release of the patch. It has been updated in the meantime but I don't know if Calamity has rebuild the binaries. If you have a build environment in place, you can compile mame against the latest patch available on the google drive.
Title: Re: GroovyMAME 0.176 - Switchres v0.016 alpha 1
Post by: haynor666 on August 23, 2016, 08:16:05 am
About the crash in resolution change in games, what game does that so I can test if it happens to 7/x64 as well?

Violent Storm, Escape Kids, any game in drivers: qix,zn,stv,sega32
Title: Re: GroovyMAME 0.176 - Switchres v0.016 alpha 1
Post by: RobeeJ on August 23, 2016, 08:23:40 am
I had to recreate my config file (and make the usual changes to it), and sort out the new hiscore plugin, but other than that, I've had no issues so far with GroovyMAME.

Thanks Calamity!

(Built from source on Arch Linux last weekend)
Title: Re: GroovyMAME 0.176 - Switchres v0.016 alpha 1
Post by: Doozer on August 23, 2016, 09:27:09 am
I had to recreate my config file (and make the usual changes to it), and sort out the new hiscore plugin, but other than that, I've had no issues so far with GroovyMAME.

Thanks Calamity!

(Built from source on Arch Linux last weekend)

Please, can you test tekken2 rom? The game will normally crash after the colour bar initialisation screen due to a resolution switch.
Title: Re: GroovyMAME 0.176 - Switchres v0.016 alpha 1
Post by: tom5151 on August 23, 2016, 02:39:39 pm
Thanks for this release  :applaud:

Just to be sure, we need to replace these parameters with plugins ?
hiscore_directory         hi
disable_hiscore_patch     1
disable_nagscreen_patch   0
disable_loading_patch     0

And what about this parameter ? Is it still relevant ?
multithreading            0

@Doozer FYI, indeed it crashes with tekken 2 :(

@keropi: could you give the name of this game
Title: Re: GroovyMAME 0.176 - Switchres v0.016 alpha 1
Post by: haynor666 on August 24, 2016, 03:48:26 am
Actually groovymame it's not crashing but switching resolution during game causing error in Direct3D and switching from full screen to window mode. Strangly groovymame mame window is minimalized.

The same problems are with multimonitors games and switching between views.
Title: Re: GroovyMAME 0.176 - Switchres v0.016 alpha 1
Post by: keropi on August 24, 2016, 05:27:09 am
@Doozer
ah, so you say that this is a base mame problem... I would love to be able to compile GM myself (now that Calamity said he won't put any extra patches in it like the no-nag one) but I don't know what environment I need to install on my windows machines. I have a functional environment to grab SVN sources and build the XT-IDE BIOS but there was a tutorial on how to do that. If there is something similar for MAME please do tell as I am very interested in doing that :)

@haynor666
just tried Violent Storm and Virtua Fighter Kids, both work fine (win7/x64, 6450 gpu)

@tom5151
the game is called "DoDonPachi Dai-Fukkatsu Ver 1.5" , a glorious shooter


edit: is this a good guide to follow on how to compile mame? http://forum.attractmode.org/index.php?topic=348.0 (http://forum.attractmode.org/index.php?topic=348.0)
Title: Re: GroovyMAME 0.176 - Switchres v0.016 alpha 1
Post by: Doozer on August 24, 2016, 05:55:09 am
@keropi

It is not a stock mame issue, but something that must be fixed inside groovymame. The patch is only at alpha stage. Even Calamity considers that a lot of work is needed to get it ready, especially with the new bgfx rendering method to be worked out. RC version might only come with later mame releases.

It is possible to have mkchamp patch installed (for hiscore) and groovy patch together. First install mkchamp hi.diff and then apply the groovy patch. There is only one manual fix to perform due to the exact same insert location for both of them. Not a big deal.

Under windows, I know that the compilation is done via MingGW with complete explanations given here https://github.com/mamedev/buildtools
It explains how to get a mame development environment under Windows.
Title: Re: GroovyMAME 0.176 - Switchres v0.016 alpha 1
Post by: keropi on August 24, 2016, 06:24:34 am
^ thanks for that
I started compiling with the info on the link I posted above, first applied MK's patch and then the GM one - did not make any other manual fix though since I had no idea... it's been ~10mins now and the program still compiles - using my office pc (Q9300/8GB ram) - any estimate how long the process takes?

So I suspect it will fail at some point because I did not make that fix, right?

edit:

yep it failed  ;D

Quote
Compiling src/devices/cpu/mcs96/i8xc196.cpp...
Compiling src/devices/cpu/mcs96/mcs96.cpp...
Archiving liboptional.a...
makefile:959: recipe for target 'windows_x64' failed
make: *** [windows_x64] Error 2
Title: Re: GroovyMAME 0.176 - Switchres v0.016 alpha 1
Post by: Doozer on August 24, 2016, 07:58:46 am
Check the following file ./src/emu/emuopts.cpp , the goovy section to add is the following (must be applied manually):

Code: [Select]
--- src/emu/emuopts.cpp 2016-07-27 10:58:06.000000000 +0200
+++ src/emu/emuopts.cpp 2016-08-06 19:23:59.000000000 +0200
@@ -201,6 +203,39 @@
        { OPTION_PLUGIN,                                    nullptr,     OPTION_STRING,     "list of plugins to enable" },
        { OPTION_NO_PLUGIN,                                  nullptr,     OPTION_STRING,     "list of plugins to disable" },
        { OPTION_LANGUAGE ";lang",                           "English",   OPTION_STRING,    "display language" },
+
+       // Switchres options
+       { nullptr,                                              nullptr,        OPTION_HEADER,     "CORE SWITCHRES OPTIONS" },
+       { OPTION_MODELINE_GENERATION ";ml",                  "1",         OPTION_BOOLEAN,    "Automatic generation of modelines based on the specified monitor type" },
+       { OPTION_MONITOR ";m",                               "generic_15",OPTION_STRING,     "Monitor type, e.g.: generic_15, arcade_15, lcd, custom, etc." },
+       { OPTION_ORIENTATION ";or",                          "horizontal",OPTION_STRING,     "Monitor orientation (horizontal|vertical|rotate|rotate_r|rotate_l)" },
+       { OPTION_CONNECTOR ";cn",                            "auto",      OPTION_STRING,     "[Linux] video card output (VGA-0|VGA-1|DVI-0|DVI-1)" },
+       { OPTION_INTERLACE ";in",                            "1",         OPTION_BOOLEAN,    "Enable interlaced scanning when necessary" },
+       { OPTION_DOUBLESCAN ";ds",                           "1",         OPTION_BOOLEAN,    "Enable double scanning when necessary (unsupported under Windows)" },
+       { OPTION_SUPER_WIDTH ";cs",                          "2560",      OPTION_INTEGER,    "Automatically apply -unevenstretchx if resolution width is equal or greater than this value" },
+       { OPTION_CHANGERES ";cr",                            "1",         OPTION_BOOLEAN,    "Enable dynamic in-game video mode switching" },
+       { OPTION_POWERSTRIP ";ps",                           "0",         OPTION_BOOLEAN,    "Use Powerstrip API for dynamic setting of custom video timings" },
+       { OPTION_LOCK_SYSTEM_MODES ";lsm",                   "1",         OPTION_BOOLEAN,    "Lock system (non-custom) video modes, only use modes created by us" },
+       { OPTION_LOCK_UNSUPPORTED_MODES ";lum",              "1",         OPTION_BOOLEAN,    "Lock video modes reported as unsupported by your monitor's EDID" },
+       { OPTION_REFRESH_DONT_CARE ";rdc",                   "0",         OPTION_BOOLEAN,    "Ignore video mode's refresh reported by OS when checking ranges" },
+       { OPTION_DOTCLOCK_MIN ";dcm",                        "0",         OPTION_STRING,     "Lowest pixel clock supported by video card, in MHz, default is 0" },
+       { OPTION_SYNC_REFRESH_TOLERANCE ";srt",              "2.0",       OPTION_STRING,     "Maximum refresh difference, in Hz, allowed in order to synchronize" },
+       { OPTION_FRAME_DELAY ";fd",                          "0",         OPTION_INTEGER,    "Delays the start of each frame to minimize input lag (0-9)"},
+       { OPTION_VSYNC_OFFSET,                               "0",         OPTION_INTEGER,        "Offset vsync position by this many lines to prevent tearing with frame_delay and high-resolution displays" },
+       { OPTION_BLACK_FRAME_INSERTION ";bfi",               "0",         OPTION_BOOLEAN,    "Inserts a black frame after each normal frame, intended to reduce motion blur on 120 Hz monitors" },
+       { OPTION_MODELINE ";mode",                           "auto",      OPTION_STRING,     "Use custom defined modeline" },
+       { OPTION_PS_TIMING ";pst",                           "auto",      OPTION_STRING,     "Use custom Powertrip timing string" },
+       { OPTION_LCD_RANGE ";lcd",                           "auto",      OPTION_STRING,     "Add custom LCD range, VfreqMin-VfreqMax, in Hz, e.g.: 55.50-61.00" },
+       { OPTION_CRT_RANGE0 ";crt0",                         "auto",      OPTION_STRING,     "Add custom CRT range, see documentation for details." },
+       { OPTION_CRT_RANGE1 ";crt1",                         "auto",      OPTION_STRING,     "Add custom CRT range" },
+       { OPTION_CRT_RANGE2 ";crt2",                         "auto",      OPTION_STRING,     "Add custom CRT range" },
+       { OPTION_CRT_RANGE3 ";crt3",                         "auto",      OPTION_STRING,     "Add custom CRT range" },
+       { OPTION_CRT_RANGE4 ";crt4",                         "auto",      OPTION_STRING,     "Add custom CRT range" },
+       { OPTION_CRT_RANGE5 ";crt5",                         "auto",      OPTION_STRING,     "Add custom CRT range" },
+       { OPTION_CRT_RANGE6 ";crt6",                         "auto",      OPTION_STRING,     "Add custom CRT range" },
+       { OPTION_CRT_RANGE7 ";crt7",                         "auto",      OPTION_STRING,     "Add custom CRT range" },
+       { OPTION_CRT_RANGE8 ";crt8",                         "auto",      OPTION_STRING,     "Add custom CRT range" },
+       { OPTION_CRT_RANGE9 ";crt9",                         "auto",      OPTION_STRING,     "Add custom CRT range" },
        { nullptr }
 };
Title: Re: GroovyMAME 0.176 - Switchres v0.016 alpha 1
Post by: keropi on August 24, 2016, 11:42:11 am
@Doozer

That's a .diff file you posted right?

So I apply:
a. hi-score/no-nag .diff
b. GM .diff
c. the .diff you posted

correct? Sorry if this seems a simple question but I don't have experience in this  :)
Title: Re: GroovyMAME 0.176 - Switchres v0.016 alpha 1
Post by: RobeeJ on August 24, 2016, 04:45:45 pm
Please, can you test tekken2 rom? The game will normally crash after the colour bar initialisation screen due to a resolution switch.

Tekken 2 works for me, I am using an LCD monitor though. No idea if that helps you or not.
Title: Re: GroovyMAME 0.176 - Switchres v0.016 alpha 1
Post by: planexcvs on August 24, 2016, 10:08:16 pm
Tekken 2 worked for me also, but granted I also tested on a LCD and not on any of my arcade machines yet.

I'm guessing that's the only significant game that's not working right?

I also noticed when applying the patches, I couldn't apply the groovymame diff to the mame source in binary. It always tripped up, so I ended up removing the --binary flag. Seems to have turned out ok.

There was a similar issue with the MKChamp hiscore diff, but I opted to modify the patch to just add no-nag since I want to try out MAME's official hiscore feature.
Title: Re: GroovyMAME 0.176 - Switchres v0.016 alpha 1
Post by: planexcvs on August 24, 2016, 10:09:46 pm
Tekken 2 worked for me also, but granted I also tested on a LCD and not on any of my arcade machines yet.

I'm guessing that's the only significant game that's not working right? Not bad for an alpha build.

I also noticed when applying the patches, I couldn't apply the groovymame diff to the mame source in binary. It always tripped up, so I ended up removing the --binary flag. Seems to have turned out ok.

There was a similar issue with the MKChamp hiscore diff, but I opted to modify the patch to just add no-nag since I want to try out MAME's official hiscore feature.
Title: Re: GroovyMAME 0.176 - Switchres v0.016 alpha 1
Post by: haynor666 on August 25, 2016, 01:52:58 am
It will work for LCD because for LCD groovymame does not switch resolutions. It set one (usually the same as desktop) and keep it for whole session.

Problems appear only if You use modes like generic_15 or arcade_15 or any other custom modes. Also if You are using super resolutions then probably switching from 256x240 to 320x240 (in both cases 2560x240 will be used) for example in Genesis won't crash groovymame but switching from 512x240 (using 2560x240) to 512x480 (using 2560x480) will crash groovymame.
Title: Re: GroovyMAME 0.176 - Switchres v0.016 alpha 1
Post by: keropi on August 26, 2016, 02:59:36 am
Check the following file ./src/emu/emuopts.cpp , the goovy section to add is the following (must be applied manually): [...]


tried to apply that as a .diff and it didn't work, certainly I am doing something wrong....

Quote
[MINGW64] C:\msys64\src>patch --binary -p0 -E <C:\msys64\extra.diff
patching file src/emu/emuopts.cpp
patch unexpectedly ends in middle of line
Hunk #1 FAILED at 201.
1 out of 1 hunk FAILED -- saving rejects to file src/emu/emuopts.cpp.rej

really interested in learning to do this myself, so any help will appreciated  :)
Title: Re: GroovyMAME 0.176 - Switchres v0.016 alpha 1
Post by: lacanian on August 26, 2016, 04:24:13 am
@tom5151

I moved from v0.171 to v0.176 tonight. Some configuration options you seen in v0.171 are no longer in/needed in v0.176 mame.ini. For example the MKCHAMP options.

I made the following changes. I am not saying these are the correct changes or all the changes that need to be made. Let me know if I should look at anything else.

skip_gameinfo             1
cheat                     1
monitor                   arcade_15
frame_delay               1
Title: Re: GroovyMAME 0.176 - Switchres v0.016 alpha 1
Post by: Doozer on August 26, 2016, 04:38:47 am

@keropi

Open the rej file with a text editor. You will see lines starting with '+' character. Those lines must be added to the source file (same name without the ref, here it's src/emu/emuopts.cpp). The lines starting with '-' must be removed from the source file, but none should be present in the current case ;-)

As you can see the lines must be inserted after the LANG option. The rejection is occuring due to mkchamp modifications introduced at the same place. So, just add the missing lines to the file and do not forget to remove the '+' at the beginning. The rest should be straight forward.
Title: Re: GroovyMAME 0.176 - Switchres v0.016 alpha 1
Post by: keropi on August 26, 2016, 04:57:59 am
^ thanks Doozer , I'll edit it manually and try again

btw is it normal to get some warning/rejections when applying the GM.diff after MKCHAMPS's.diff ?  I have a hunch these are the conflicting lines that we need to manually add?
Title: Re: GroovyMAME 0.176 - Switchres v0.016 alpha 1
Post by: Doozer on August 26, 2016, 08:33:35 am
^ thanks Doozer , I'll edit it manually and try again

btw is it normal to get some warning/rejections when applying the GM.diff after MKCHAMPS's.diff ?  I have a hunch these are the conflicting lines that we need to manually add?

Yes, it is totally normal. The groovymame patch is not build over the hiscore patch anymore starting with GM 0.176. It means that Calamity will provide diffs against stock mame only.
Title: Re: GroovyMAME 0.176 - Switchres v0.016 alpha 1
Post by: tom5151 on August 27, 2016, 02:40:27 am
@tom5151

I moved from v0.171 to v0.176 tonight. Some configuration options you seen in v0.171 are no longer in/needed in v0.176 mame.ini. For example the MKCHAMP options.

I made the following changes. I am not saying these are the correct changes or all the changes that need to be made. Let me know if I should look at anything else.

skip_gameinfo             1
cheat                     1
monitor                   arcade_15
frame_delay               1

Thanks @lacanian, skip_gameinfo is working.
I was thinking it was removed because a mame -cc doesn't include it.

And what about hiscore and previous available options  ? I can see a hiscore folder in the plugins folder, but I don't find any documentation explaining how to use it.

#
# CORE MKChamp OPTIONS
#
disable_hiscore_patch     1
disable_nagscreen_patch   0
Title: Re: GroovyMAME 0.176 - Switchres v0.016 alpha 1
Post by: lacanian on August 27, 2016, 03:08:53 am
Good timing. For the last hour (includes playing games to achieve a high score) I have been trying to work out the hiscores! Here is what I know.

1. You need to download the latest hiscores.date file from http://highscore.mameworld.info/download.htm (http://highscore.mameworld.info/download.htm)
Why? (from http://www.mameworld.info/highscore/latest.htm (http://www.mameworld.info/highscore/latest.htm) )
Code: [Select]
23.07.2016

Released new hiscore.dat using the new format that is supported in the official mame using the hiscore plugin. Please note as from now the older pre-July 2016 hiscore.dat files will not work with any mame files older than mame v0174 (25 may 2016).

Just adding hiscores.dat to the hi directory that didn't work for me. As you know in mame.ini for v0.176 there are no options for hiscore.

However if you load the MAME executable can go to Configure Options -> Configure Directories there are two directories that caught my eye.
1. DATs
2. Scores

I put hiscores.dat in both of them and made sure the path was correct and nothing. I have only tried one game and am about to test some more as I read not all games support hiscores hoever, the posts I read were discussing older versions of MAME.

Try what I did above and let me know how you go. We should be able to solve this one. I'm off to do a bit more searching.
Title: Re: GroovyMAME 0.176 - Switchres v0.016 alpha 1
Post by: lacanian on August 27, 2016, 03:18:29 am
I just did a diff on the hiscore.dat in the plugins folder vs the hiscore.dat from mamewold.info and here is the aditional text in the mameworld.info dat file

Code: [Select]
;**** new additions using mame v176 below ****

ffantasyj:
@:maincpu,program,ffbe00,50,08,01

rdft2jb:
@:maincpu,program,285dc,1ab,01,2e

bubbletr:
@:maincpu,program,106970,278,01,01

bubbletrj:
@:maincpu,program,10698c,278,01,01

;beastf:******beastie feastie (fixed)
beastf:
@:maincpu,program,7010,f0,00,00
@:maincpu,program,798a,1,fc,fc

;**** mame v176 additions end ****


Title: Re: GroovyMAME 0.176 - Switchres v0.016 alpha 1
Post by: RobeeJ on August 27, 2016, 04:01:48 am
My cabinet is off atm so I can't check the exact config changes you need, but from memory you need to do the following:


That's it, if I remember rightly! No need to go into the mame menu. Most of your previous hi scores in your hi folder should be restored on game launch.
Title: Re: GroovyMAME 0.176 - Switchres v0.016 alpha 1
Post by: lacanian on August 27, 2016, 04:16:08 am
MAME definitely changes every time I look at it. Now we have plugins and it appears the config for enabling them is the below.

-pluginspath         path to plugin files
-plugins             enable LUA plugin support
-plugin              list of plugins to enable
-noplugin            list of plugins to disable

Code: [Select]
plugins                   1
plugin                    hiscore                     
noplugin                 

Let me know if that does the trick.
Title: GroovyMAME 0.176 - Switchres v0.016 alpha 1
Post by: lacanian on August 27, 2016, 04:18:13 am
My cabinet is off atm so I can't check the exact config changes you need, but from memory you need to do the following:

  • Put the latest hiscore.dat in your mame root folder
  • Turn on using plugins in the config file (mame -cc will generate a config with this line in it, can't remember it's exact name)
  • Add hiscore to the enabled plugins line in the config file (again can't remember, on my macbook which doesn't have mame on it)

That's it, if I remember rightly! No need to go into the mame menu. Most of your previous hi scores in your hi folder should be restored on game launch.

Thanks I wish I had seen this earlier. It looks like you don't need step 1 anymore as MAME is shipping with hiscore.dat in the plugins folder. I just did some testing and it worked fine without it in the root folder.
Title: Re: GroovyMAME 0.176 - Switchres v0.016 alpha 1
Post by: RobeeJ on August 27, 2016, 08:41:20 am
That's good to know, thanks!

Makes sense for them to keep the two together.
Title: Re: GroovyMAME 0.176 - Switchres v0.016 alpha 1
Post by: MK on August 27, 2016, 11:56:01 am
Instead of adding support for hiscore.dat, you can use automatic save-state feature of official mame.
Most games support save states already and of course, this helps keeping not only high scores but the full state of the emulated game.
The setting is "autosave" in the mame ini.
Hope this helps.
Title: Re: GroovyMAME 0.176 - Switchres v0.016 alpha 1
Post by: RobeeJ on August 28, 2016, 03:54:09 am
Instead of adding support for hiscore.dat, you can use automatic save-state feature of official mame.
Most games support save states already and of course, this helps keeping not only high scores but the full state of the emulated game.
The setting is "autosave" in the mame ini.
Hope this helps.

You can't really. I used to use this method, but save states are linked to mame versions, so every single time you upgrade MAME you lose all your hiscores! :(
Title: Re: GroovyMAME 0.176 - Switchres v0.016 alpha 1
Post by: tom5151 on August 28, 2016, 08:48:03 am
Thanks to all,

I managed to make hiscore working by just adding this parameter in a fresh generated mame.ini
plugin                    hiscore
and put this hiscore.dat (http://highscore.mameworld.info/download.htm (http://highscore.mameworld.info/download.htm)) in plugins\hiscore directory.

For enabling cheats, I don't know what I have to do.
I can sea a cheat plugin's folder, so do I just need to add this cheat plugin in in my plugin list in mame.ini ?
Because there is as well a cheat parameter in mame.ini which is 0 by default.
Title: Re: GroovyMAME 0.176 - Switchres v0.016 alpha 1
Post by: lacanian on August 28, 2016, 09:22:57 am
Thanks to all,

I managed to make hiscore working by just adding this parameter in a fresh generated mame.ini
plugin                    hiscore
and put this hiscore.dat (http://highscore.mameworld.info/download.htm (http://highscore.mameworld.info/download.htm)) in plugins\hiscore directory.

For enabling cheats, I don't know what I have to do.
I can sea a cheat plugin's folder, so do I just need to add this cheat plugin in in my plugin list in mame.ini ?
Because there is as well a cheat parameter in mame.ini which is 0 by default.

A simple way to enable it is to just load MAME and down the bottom you can click on plugins and select yes to cheats there. I'm pretty sure cheats has to be set to 1 in MAME.ini as well. I'm not in front of my PC at the moment to give specific details.


Sent from my iPhone using Tapatalk
Title: Re: GroovyMAME 0.176 - Switchres v0.016 alpha 1
Post by: tom5151 on August 28, 2016, 11:11:29 am
A simple way to enable it is to just load MAME and down the bottom you can click on plugins and select yes to cheats there. I'm pretty sure cheats has to be set to 1 in MAME.ini as well. I'm not in front of my PC at the moment to give specific details.
If you talk about "Plugin Options" after pressing TAB in MAME, it's empty on mine :(
Title: Re: GroovyMAME 0.176 - Switchres v0.016 alpha 1
Post by: RobeeJ on August 29, 2016, 04:05:26 am
If you talk about "Plugin Options" after pressing TAB in MAME, it's empty on mine :(

Same for me, well it was until I got hiscore working. I suspect cheats work the same way, just add cheat instead (or as well as, space separated) of hiscore, and presumably put the cheats file in the cheat plugin dir.
Title: Re: GroovyMAME 0.176 - Switchres v0.016 alpha 1
Post by: Calamity on September 01, 2016, 05:53:25 am
Before I focus on GM 0.177, I'd like to remind (again) that bug reports without a proper log will be ignored.

Since I don't seem to be able to transmit how important a log is to make a bug report actually useful, I'll start moving log-less bug reports to a trash thread. You may complete your otherwise meaning-less reports with a proper log so I have a chance to fix those issues, in case they're actually real bugs, or to suggest the correct configuration.

Instructions on how to create a log in order to report problems are provided in the first post of this thread.
Title: Re: GroovyMAME 0.176 - Switchres v0.016 alpha 1
Post by: antoniomauro on September 01, 2016, 06:36:11 am
Hi,
how i can enable the "Nonag" patch on this release of groovymame? I'cant find:

disable_nagscreen_patch   1
disable_loading_patch     1

The option: skip_gameinfo doesn't affect all the messages!
Title: Re: GroovyMAME 0.176 - Switchres v0.016 alpha 1
Post by: lacanian on September 01, 2016, 08:35:15 am
@Calamity thanks for your great work.

Will GroovyMAME ever be rolled up into MAME?


Sent from my iPhone using Tapatalk
Title: Re: GroovyMAME 0.176 - Switchres v0.016 alpha 1
Post by: haynor666 on September 01, 2016, 08:51:55 am
I'll attach proper log when I return from work, sorry.
Title: Re: GroovyMAME 0.176 - Switchres v0.016 alpha 1
Post by: keropi on September 01, 2016, 03:00:36 pm
I'll also create/attach a log for the resolution issue I described here: http://forum.arcadecontrols.com/index.php/topic,151459.msg1583468.html#msg1583468 (http://forum.arcadecontrols.com/index.php/topic,151459.msg1583468.html#msg1583468)
Title: Re: GroovyMAME 0.176 - Switchres v0.016 alpha 1
Post by: haynor666 on September 01, 2016, 05:29:57 pm
Strange, I've downloaded again gm 176 and I cannot reproduce issue.
Title: Re: GroovyMAME 0.176 - Switchres v0.016 alpha 1
Post by: ozfalcon on September 01, 2016, 08:17:14 pm
To head off the noise of queries about the extra patches.

Here are the current standalone suppression patches for Mame 0.177
Integration into Groovymame 0.177 should be fairly straightforward (When Calamity releases it).

Please keep HiScore discussions to a separate thread (ie. Create a new thread for Lua HiScore discussions).

 


 
Title: Re: GroovyMAME 0.176 - Switchres v0.016 alpha 1
Post by: keropi on September 02, 2016, 04:46:51 am
Problem:
GM 0.176 does not seem to stretch vertical games on a horizontal screen , this is a 2560x496i game (DoDonPachi Dai-Fukkatsu Ver 1.5 , it's not the only vertical game that is affected, it's a resolution problem as far as I can tell)

(http://i.imgur.com/DkVYM7g.jpg) (http://imgur.com/DkVYM7g)

This is with a HD6450 vga + CRTEmuDriver + win7/x64 . I have attached the log for this game.

Thanks  :)

Title: Re: GroovyMAME 0.176 - Switchres v0.016 alpha 1
Post by: Calamity on September 02, 2016, 02:30:42 pm
Problem:
GM 0.176 does not seem to stretch vertical games on a horizontal screen , this is a 2560x496i game

Ok, I see what's happening now that you posted a log, thanks. That's a simple fix that should be ready for 177. You could bypass this issue with some config but I'd prefer you tested the new version when it's ready.

Title: Re: GroovyMAME 0.176 - Switchres v0.016 alpha 1
Post by: keropi on September 02, 2016, 03:51:28 pm
^ awesome, thanks Calamity - will report back when GM0.177 gets released  :)
Title: Re: GroovyMAME 0.177 - Switchres v0.016 alpha 2
Post by: Calamity on September 02, 2016, 06:05:16 pm
GroovyMAME 0.177 is out.

What's new in SwitchRes v0.016 alpha 2 (September 2016)

- Attempt at fixing bug that caused -unevenstretchx to be always forced even if full fractional stretching was required when the -super_width condition was met.
Title: Re: GroovyMAME 0.177 - Switchres v0.016 alpha 2
Post by: lacanian on September 02, 2016, 06:07:06 pm
Thanks @Calamity


Sent from my iPhone using Tapatalk
Title: Re: GroovyMAME 0.177 - Switchres v0.016 alpha 2
Post by: mdd45 on September 02, 2016, 09:00:38 pm
I have just tried gm 177. Everything seems okay. I have though a problem with mortal kombat games and hammerin' harry that i had with gm 176 too (my first installation). I get a black border at the bottom of my pal sony crt tv (my tv does 50 and 60 htz) Any idea how this can be fixed? i am attaching my log of mortal kombat 1. Thanks in advance.


Edit: i ve managed to fix the problem by adjusting the v-size settings on my tvs service menu. Only problem is that i have to re-adjust settings for other games.  I also have a Daewoo 21 crt that doenst need adjustment. Also on my 1084s monitor due to the potensiometers thay is equiped everything is great, even it is just a 14' screen.
Title: Re: GroovyMAME 0.177 - Switchres v0.016 alpha 2
Post by: schmerzkaufen on September 03, 2016, 04:09:45 am
This is great!

I've had trouble scaling some vertical games in 0.176, now it's fixed in 0.177, thanks.

Also just a reminder people, that the scaling options (core render options) might only work with dedicated .ini files (per orientation, driver, or even single game).

Title: Re: GroovyMAME 0.177 - Switchres v0.016 alpha 2
Post by: ves on September 04, 2016, 05:40:37 pm
New version groovymame 177 for groovyarcade.
Title: Re: GroovyMAME 0.177 - Switchres v0.016 alpha 2
Post by: nikolash on September 11, 2016, 04:37:44 am
Thanks for gm 0.177! But nonag and loading patches don't work for me, i miss something?
Title: Re: GroovyMAME 0.177 - Switchres v0.016 alpha 2
Post by: Doozer on September 12, 2016, 02:37:06 am
New version groovymame 177 for groovyarcade.

Hi Ves, have you spotted issues with Linux SDL/bgfx video driver with GM 0.177?
Title: Re: GroovyMAME 0.177 - Switchres v0.016 alpha 2
Post by: Recapnation on September 12, 2016, 06:25:33 pm
I have just tried gm 177. Everything seems okay. I have though a problem with mortal kombat games and hammerin' harry that i had with gm 176 too (my first installation). I get a black border at the bottom of my pal sony crt tv (my tv does 50 and 60 htz) Any idea how this can be fixed? i am attaching my log of mortal kombat 1. Thanks in advance.


Edit: i ve managed to fix the problem by adjusting the v-size settings on my tvs service menu. Only problem is that i have to re-adjust settings for other games.  I also have a Daewoo 21 crt that doenst need adjustment. Also on my 1084s monitor due to the potensiometers thay is equiped everything is great, even it is just a 14' screen.

Your Sony TV most likely requires PAL mode activation in order to display the full 256 lines of those games. I get that in mine by simply turning off the TV with the remote and then turning it on after ~4 s. That won't save you from making adjustments, though. The vertical amplitude is not tweakable by software. For quick and minor adjustments in the vertical positioning, try MAME's on-screen display (forgot the default key, but you can get to it with the TAB menu too.)
Title: Re: GroovyMAME 0.177 - Switchres v0.016 alpha 2
Post by: mdd45 on September 13, 2016, 06:54:04 am
For the games i had problem with like mortal kombat 1-2-3, Hammerin Harry etc  i created for each game a .ini and placed it in the mame\ini folder  (for example mame\ini\mk.ini) with those settings only:

monitor                   custom
crt_range0                15625-16200, 49.50-65.00, 2.000, 4.700, 6.000, 0.064, 0.192, 1.920, 0, 0, 192, 288, 448, 576


By changing the bold values (for my TV it's 1.920) i ve managed to centre the screen correctly.

You are right and i already have done this too, that if you play with the Mame menu sliders (press tab in game and find slider menu) you can completely center the games and those are automatically stored on cfg folder for each game.


-The ony thing now i cant figure out is how to get 320x240p on arcade_osd to work with my hd2400 so that i can display correctly emulators and games like am2r. I have played with the values of dotclock with no success (i have tried 6.5 and 8 values on vmm.ini). Any idea? When i choose lower resolutions from 376x240 i get rolling screen.  :-\
Title: Re: GroovyMAME 0.177 - Switchres v0.016 alpha 2
Post by: Recapnation on September 13, 2016, 08:04:28 am
This is getting off-topic, I believe, but you're aware that the issue with the pic you posted is that it's not showing the full vertical res., right?

(http://romhustler.net/img/screenshots/mame_new/ingame/mkla2.png)
Title: Re: GroovyMAME 0.177 - Switchres v0.016 alpha 2
Post by: mdd45 on September 13, 2016, 09:46:50 am
This is getting off-topic, I believe, but you're aware that the issue with the pic you posted is that it's not showing the full vertical res., right?

(http://romhustler.net/img/screenshots/mame_new/ingame/mkla2.png)

I know, i have learned the hard way  ;) . But by adjusting the  "VfrontPorch"  (the number 1.920) as i have stated above i was able to have the full vertical resolution (just like in your picture) . Also by adjusting the mame sliders i can fix the overscan.
Title: Standalone suppression patches for Mame 0.178
Post by: ozfalcon on September 28, 2016, 08:52:40 pm
Here are the current standalone suppression patches for Mame 0.178
Integration into Groovymame 0.178 should be fairly straightforward (When Calamity releases it).

Please keep HiScore discussions to a separate thread (ie. Create a new thread for Lua HiScore discussions).
Title: Re: GroovyMAME 0.177 - Switchres v0.016 alpha 2
Post by: Doozer on September 29, 2016, 02:20:23 am

@Calamity,

I confirm that alpha2 version does not have issue with multi resolution games. I did several test on  0.178 with alpha2 backport, the SDL side is behaving as expected.

Cheers
Title: Re: GroovyMAME 0.177 - Switchres v0.016 alpha 2
Post by: telengard on September 29, 2016, 10:08:25 am
Trying to download the groovymame binaries, but I'm getting a 502 at the site listed in the first post

https://googledrive.com/host/0B5iMjDor3P__aEFpcVNkVW5jbEE/

Are they being hosted somewhere else?

thanks
Title: Re: GroovyMAME 0.177 - Switchres v0.016 alpha 2
Post by: Doozer on September 29, 2016, 10:17:23 am
Trying to download the groovymame binaries, but I'm getting a 502 at the site listed in the first post

https://googledrive.com/host/0B5iMjDor3P__aEFpcVNkVW5jbEE/

Are they being hosted somewhere else?

thanks

If you refresh several times, you will pass 502 ;-) <CTRL>-<R> is your ally
Title: Re: GroovyMAME 0.177 - Switchres v0.016 alpha 2
Post by: telengard on September 29, 2016, 10:36:26 am
Trying to download the groovymame binaries, but I'm getting a 502 at the site listed in the first post

https://googledrive.com/host/0B5iMjDor3P__aEFpcVNkVW5jbEE/

Are they being hosted somewhere else?

thanks

If you refresh several times, you will pass 502 ;-) <CTRL>-<R> is your ally

Thanks Doozer, about 10 or so refreshes got it.  Is this a new mini game?   ;)
Title: Re: GroovyMAME 0.177 - Switchres v0.016 alpha 2
Post by: Calamity on September 29, 2016, 11:39:06 am

@Calamity,

I confirm that alpha2 version does not have issue with multi resolution games. I did several test on  0.178 with alpha2 backport, the SDL side is behaving as expected.

Cheers

That's great to hear, thanks for testing. I'm just releasing v0.178 now.
Title: Re: GroovyMAME 0.178 - Switchres v0.016 alpha 2
Post by: Calamity on September 29, 2016, 11:40:59 am
GroovyMAME 0.178 is out (SwitchRes v0.016 alpha 2).
Title: Re: GroovyMAME 0.178 - Switchres v0.016 alpha 2
Post by: tom5151 on September 29, 2016, 02:56:19 pm
GroovyMAME 0.178 is out (SwitchRes v0.016 alpha 2).
Thanks Calamity  :applaud:
Title: Re: GroovyMAME 0.178 - Switchres v0.016 alpha 2
Post by: peterson65 on September 29, 2016, 09:02:34 pm
finaly updated mine from 0.162 to 0.178 allways just put the groovymame in my mame folder and everything worked, now with 178 it doesn't bypass disclaimer anymore? something change since 162 that I have to do.
thanks
using 32bit on windows xp
Title: Re: GroovyMAME 0.178 - Switchres v0.016 alpha 2
Post by: keropi on September 30, 2016, 08:03:11 am
^ did it finally happened? GM no longer comes with no-nag patch?
Title: Re: Standalone suppression patches for Mame 0.178
Post by: Doozer on September 30, 2016, 09:23:21 am
For no nag, look at ozfalcon previous post. He made an equivalent no-nag patch. @ozfalcon, thanks for doing this.

I have compiled a 2nd Linux 64bit version with the patch included. You can identify it looking at the '_suppression' mention in the filename.

Here are the current standalone suppression patches for Mame 0.178
Integration into Groovymame 0.178 should be fairly straightforward (When Calamity releases it).
Title: Re: GroovyMAME 0.178 - Switchres v0.016 alpha 2
Post by: m.andrade1 on September 30, 2016, 01:14:48 pm
Hello Doozer
Can you compile a 32bit windows version with the suppression include for us, too !

Thanks a lot
Marcos
Title: Re: GroovyMAME 0.178 - Switchres v0.016 alpha 2
Post by: tom5151 on September 30, 2016, 01:38:05 pm
Hello Doozer
Can you compile a 32bit windows version with the suppression include for us, too !

Thanks a lot
Marcos
Hi,
I would really appreciate a windows 64 bit version as well ;)
Thanks,
Title: Re: GroovyMAME 0.178 - Switchres v0.016 alpha 2
Post by: peterson65 on September 30, 2016, 06:48:02 pm
Hello Doozer
Can you compile a 32bit windows version with the suppression include for us, too !

Thanks a lot
Marcos

me too as I never have good luck compiling recent builds, would appreciate the help
thanks
Title: Re: GroovyMAME 0.178 - Switchres v0.016 alpha 2
Post by: Doozer on October 01, 2016, 03:55:03 am
Hello Doozer
Can you compile a 32bit windows version with the suppression include for us, too !

Thanks a lot
Marcos

Will do and add it to the drive today ;-)

EDIT: it is now available, enjoy
Title: Re: GroovyMAME 0.178 - Switchres v0.016 alpha 2
Post by: tom5151 on October 01, 2016, 05:24:41 am
Will do and add it to the drive today ;-)

EDIT: it is now available, enjoy
Thanks @Doozer  :applaud:
I can't see windows versions (32 / 64 bits).
Could you compile them ?
Title: Re: GroovyMAME 0.178 - Switchres v0.016 alpha 2
Post by: Doozer on October 01, 2016, 08:22:53 am
I can't see windows versions (32 / 64 bits).
Could you compile them ?

Hi tom5151,

Sorry, but I do not own a Windows machine. Calamity is providing the Windows builds.
May be someone else could take care of this?

Cheers
Title: Re: GroovyMAME 0.178 - Switchres v0.016 alpha 2
Post by: planexcvs on October 01, 2016, 06:53:30 pm
I can't see windows versions (32 / 64 bits).
Could you compile them ?

Hi tom5151,

Sorry, but I do not own a Windows machine. Calamity is providing the Windows builds.
May be someone else could take care of this?

Cheers

Sharing my GroovyMAME 0.178 with the no-nag patch for Windows. Compiled 64-bit only though.

https://drive.google.com/drive/folders/0Bw0BFZu5BJotNFllMXlZYjVfTkk?usp=sharing
Title: Re: GroovyMAME 0.178 - Switchres v0.016 alpha 2
Post by: ozfalcon on October 01, 2016, 08:02:08 pm
I can't see windows versions (32 / 64 bits).
Could you compile them ?

Hi tom5151,

Sorry, but I do not own a Windows machine. Calamity is providing the Windows builds.
May be someone else could take care of this?

Cheers


You may want to use the Hide Pointer patch as well (SDL Only).
Title: Re: GroovyMAME 0.178 - Switchres v0.016 alpha 2
Post by: keropi on October 01, 2016, 08:46:13 pm
Sharing my GroovyMAME 0.178 with the no-nag patch for Windows. Compiled 64-bit only though.

https://drive.google.com/drive/folders/0Bw0BFZu5BJotNFllMXlZYjVfTkk?usp=sharing

thanks for that!
Title: Re: GroovyMAME 0.178 - Switchres v0.016 alpha 2
Post by: tom5151 on October 02, 2016, 02:47:54 am
Sharing my GroovyMAME 0.178 with the no-nag patch for Windows. Compiled 64-bit only though.
https://drive.google.com/drive/folders/0Bw0BFZu5BJotNFllMXlZYjVfTkk?usp=sharing
Thanks  :applaud:
Title: Re: GroovyMAME 0.178 - Switchres v0.016 alpha 2
Post by: schmerzkaufen on October 02, 2016, 07:17:59 am
Would the Toaplan samples hack still work with this build, or has it become too alien now ?
Title: Re: GroovyMAME 0.178 - Switchres v0.016 alpha 2
Post by: haynor666 on October 02, 2016, 02:09:30 pm
You mean if source code diff will still work with recent build? You could still use Arcade32/64 source (reincarnation of MAMEUIFX).
Title: Re: GroovyMAME 0.178 - Switchres v0.016 alpha 2
Post by: schmerzkaufen on October 02, 2016, 07:52:46 pm
I'd have no idea how to extract that from it and use it anyway. But if you're saying it might work...
Title: Re: GroovyMAME 0.178 - Switchres v0.016 alpha 2
Post by: antoniomauro on October 03, 2016, 03:44:18 am
Maybe a stupid question:
Opening the "tab" in game menu with low resolutions, it appears unreadable. The size is very small and the font microscopic!
How i can fix it?
Title: Re: GroovyMAME 0.178 - Switchres v0.016 alpha 2
Post by: haynor666 on October 03, 2016, 04:57:20 am
Try to set custom font.
Title: Re: GroovyMAME 0.178 - Switchres v0.016 alpha 2
Post by: m.andrade1 on October 03, 2016, 08:31:12 am
Hello planexcvs
Can you compile a 32bit Windows version too ! Will be very apreciated!

Thanks
Marcos
Title: Re: GroovyMAME 0.178 - Switchres v0.016 alpha 2
Post by: haynor666 on October 05, 2016, 02:39:52 am
I'd have no idea how to extract that from it and use it anyway. But if you're saying it might work...

I've compiled my own build with toaplan samples http://forum.arcadecontrols.com/index.php/topic,145164.msg1589141.html#msg1589141 (http://forum.arcadecontrols.com/index.php/topic,145164.msg1589141.html#msg1589141)
Title: Re: GroovyMAME 0.178 - Switchres v0.016 alpha 2
Post by: m.andrade1 on October 05, 2016, 09:05:23 am
Hello haynor666
Thanks a lot for compiling the 32bit windows version !
Just a note, i saw that your version is smaller (around 144mb) than the official Calamity´s 32bit (around 199mb), is anything ripped from your version ?

Thanks a lot !
Marcos
Title: Re: GroovyMAME 0.178 - Switchres v0.016 alpha 2
Post by: haynor666 on October 05, 2016, 09:08:28 am
Nope, this is just build with stripped symbols.
Title: Re: GroovyMAME 0.178 - Switchres v0.016 alpha 2
Post by: tom5151 on October 05, 2016, 05:06:45 pm
I'd have no idea how to extract that from it and use it anyway. But if you're saying it might work...

I've compiled my own build with toaplan samples http://forum.arcadecontrols.com/index.php/topic,145164.msg1589141.html#msg1589141 (http://forum.arcadecontrols.com/index.php/topic,145164.msg1589141.html#msg1589141)
Thanks for that.
Title: Re: GroovyMAME 0.178 - Switchres v0.016 alpha 2
Post by: krick on October 05, 2016, 11:45:43 pm
Opening the "tab" in game menu with low resolutions, it appears unreadable. The size is very small and the font microscopic!
How i can fix it?

Does using the uismall.bdf font make the text better or worse?

http://www.mameworld.info/ubbthreads/showflat.php?Number=352295 (http://www.mameworld.info/ubbthreads/showflat.php?Number=352295)
Title: Re: GroovyMAME 0.178 - Switchres v0.016 alpha 2
Post by: m.andrade1 on October 06, 2016, 08:17:06 am
Hello haynor666
Thank you so much for the 32bit windows version, works like a charm !
Obs: Did you note some diference on resolution on neogeo games, because i jumped from 0.169b to 0.178b i realize that GM doesnt streecht the screen at 304x224 anymore on 0.178b, can you test that ?

Thanks a lot
Marcos
Title: Re: GroovyMAME 0.178 - Switchres v0.016 alpha 2
Post by: haynor666 on October 06, 2016, 08:27:08 am
You know, I use groovymame from long time and I almost sure it never use any other resolution besides 320x224 (picks actually 320x240). Only MAMEUIFX (now Arcade) uses modification to display some games at 304x224.

I did tests and all games works at 320x224.
Title: Re: GroovyMAME 0.178 - Switchres v0.016 alpha 2
Post by: m.andrade1 on October 06, 2016, 08:46:49 am
Hello haynor666
Thanks for your reply !
It´s because on the 0.168b, i usualy overscan a little bit the Neogeo games, to avoid that strange black bar that appears on Mslug for example, so i usualy enter on Tab > Video options > than streetch the screen to 304x224 it seems to overscan the display and hide those black bars, but it doesnt work anymore on 0.178b, strange well have to live with that !
Thanks a lot
Marcos
Title: Re: GroovyMAME 0.178 - Switchres v0.016 alpha 2
Post by: haynor666 on October 06, 2016, 08:59:39 am
On LCD this stretching works but I don't know if it works at monitor/TV with 320x240.

There is solution - import modification from Arcade build. I'll look at this when I find some time.
Title: Re: GroovyMAME 0.178 - Switchres v0.016 alpha 2
Post by: haynor666 on October 07, 2016, 04:03:06 pm
I've imported Arcade changes in neodriv.hxx. Please note that some game might need 288x224 (Goal, Goal, Goal or  Gururin) some have black or at random color stripe only on one side (2020 Super Baseball - will stay at 304) or even gives graphics but mostly garbage (Baseball Stars 2). I didn't test all. If there are some that needs adjusting post those.

32bit version for a moment will be here: http://forum.arcadecontrols.com/index.php/topic,145164.0.html (http://forum.arcadecontrols.com/index.php/topic,145164.0.html)
Title: Re: GroovyMAME 0.178 - Switchres v0.016 alpha 2
Post by: krick on October 07, 2016, 11:45:46 pm
There used to be an option in MAME to use a black overlay that hides the garbage on the edges of NeoGeo games.  Does that option no longer exist?
Title: Re: GroovyMAME 0.178 - Switchres v0.016 alpha 2
Post by: haynor666 on October 08, 2016, 05:30:43 am
On LCD this cropped option does not do what it should do (garbage remains). Stretching works strange - while picture is wider garbage still remains. Tested wih Metal Slug.
Title: Re: GroovyMAME 0.178 - Switchres v0.016 alpha 2
Post by: tom5151 on October 09, 2016, 11:46:35 am
Hi,
I have an issue with the latest GM release and Shienryu game (Sega ST-V).
For no reason, I ca see my desktop at each resolution switch (I think there are 3 different resolutions in this game).
It was not the case with GM 0.171.
This behaviour has a side effect on my fronted by the way :(
Regards,
Title: Re: GroovyMAME 0.178 - Switchres v0.016 alpha 2
Post by: haynor666 on October 09, 2016, 02:45:36 pm
They have changed default orientation for this game from normal to vertical so Game switches during boot from 320x224 to 352x448 instead of old 352x224 but that's expected. Everything is working fine monitor arcade_15 and orientation rotate_r even with frame_delay 2. What card You are using? I noticed some problem with switching with 5450 card (ADL mode).

Tested with Radeon HD4350 under windows 7x64 and windows XP x32 with groovymame 178.
Title: Re: GroovyMAME 0.178 - Switchres v0.016 alpha 2
Post by: tom5151 on October 09, 2016, 04:39:19 pm
They have changed default orientation for this game from normal to vertical so Game switches during boot from 320x224 to 352x448 instead of old 352x224 but that's expected. Everything is working fine monitor arcade_15 and orientation rotate_r even with frame_delay 2. What card You are using? I noticed some problem with switching with 5450 card (ADL mode).

Tested with Radeon HD4350 under windows 7x64 and windows XP x32 with groovymame 178.
Hi @haynor666, I have a 7870XT.
The game works when launching GM with a cmd line, but at each resolution switching, my desktop reappears briefly.
Title: Re: GroovyMAME 0.178 - Switchres v0.016 alpha 2
Post by: haynor666 on October 09, 2016, 05:08:07 pm
It always worked like this but under XP this switching is fast even using version 178. Under windows 7 x64 it's very slow especially when You are using two outputs. Starting with 5xxx cards there is new method noticably faster but still for a slight moment You will see desktop.

I did solve this problem by using frontend that uses black background for mame execution - MAMEWAH. Of course You can still set black desktop and remove all icons plus hide taskbar.
Title: Re: GroovyMAME 0.178 - Switchres v0.016 alpha 2
Post by: Jonny G on October 10, 2016, 05:12:02 am
Hello all, very glad to see GM being worked on again, would someone be kind enough to write up a quick guide on how to enable hi scores in 0.178 though please? I've pieced together what I can from the thread but some seems to already be outdated and I don't think I've done it correctly.
Title: Re: GroovyMAME 0.178 - Switchres v0.016 alpha 2
Post by: haynor666 on October 10, 2016, 06:25:18 am
Download official mame from mamedev.org and extract files
Copy or move folder "plugins" to folder where You have groovymame 178.
Run groovymame
At the bottom the is option "Plugins", enter this one using mouse and switch highscore to "On".
Exit groovymame

Now highscore should work.
Title: Re: GroovyMAME 0.178 - Switchres v0.016 alpha 2
Post by: tom5151 on October 10, 2016, 11:52:40 am
It always worked like this but under XP this switching is fast even using version 178. Under windows 7 x64 it's very slow especially when You are using two outputs. Starting with 5xxx cards there is new method noticably faster but still for a slight moment You will see desktop.

I did solve this problem by using frontend that uses black background for mame execution - MAMEWAH. Of course You can still set black desktop and remove all icons plus hide taskbar.
Ok, thanks for the information.
But I don't plan to change my frontend, too much work already done on it.
So it means that all games that switch between different resolutions should stop working now on my build.
Do you know other games which switch resolutions ?
Title: Re: GroovyMAME 0.178 - Switchres v0.016 alpha 2
Post by: haynor666 on October 10, 2016, 01:59:51 pm
Besides computers in MAME (probably almost all should/can switch resolutions) all games in drivers based on psx hardware like zn or namcos12, stv, thief, snk6502 (only during boot) segas32 (during boot but some like Sonic or Slipstream also during game) segac2 (only during boot) qix (only during boot), midyunit (only during boot), almost all games in taitogn.cpp, jaguar, hardriv, during boot also: Escape Kids, Violent Storm, Wild West COW, Crystal Castles.

Please note, those informations might be inaccurate and/or outdated.

EDIT. I've found old list on my computer:
Aero Figters Special
jaguar.c
segas32.c mostly during boot
segas18.c only during boot
namcos11.c
namcos12.c
stv.c
zn.c
ghosteo.c
segac2.c
qix.c
ccastles - upon boot
Egg Venture - upon boot
snk6502.c upon boot
Jue Zhan Tian Huang
Mega Phoenix
thief.c
Neratte Chu
nyny.c
Peggle
puckpkmn.c
R2D Tank
Ripper Ribbit
harddriv.v
Spiders
Vicious Circle
Wild West C.O.W.
Title: Re: GroovyMAME 0.178 - Switchres v0.016 alpha 2
Post by: Calamity on October 10, 2016, 04:16:47 pm
Windows 7's -actually any modern OS- video stack adds an absurd overhead to video mode switching. It's something you're not supposed to do so often in normal applications. With regards to games switching resolutions, there are some things that can be done to avoid issues:

- Disable the -changeres option in mame.ini. This will leave the game all the time at its default resolution, the one that's reported by MAME xml. You'll have a single mode change on load, then no in-game mode switching. The problem with this is, very often the resolution reported is the first one assigned by the hardware initialization, which doesn't match the main video mode used by the game.

- Force a given resolution by means of the -resolution option. This by itself will disable mode switching (same as -nochangeres) but you can specify the main video mode that's actually used during the game play.

- Use super resolutions. By using super resolutions, most mode changes will be unneeded. Only vertical resolution changes will trigger an actual video mode change. This is ideal for some systems (Sega, etc.) which change horizontal frequency very often while leaving vertical unchanged. For systems that also change vertical resolution, the previous method is preferred.

Besides this, follow these recommendations when possible:

- Try to keep your mode list as short as possible, this will make mode changes work faster. Super resolutions will be of help here.
- Only enable the outputs you actually use. Each extra output that's enabled exponentially increases the time required by certain graphic API calls (e.g. EnumDisplaySettings).
- When possible, use your frontend as your system shell (instead of explorer.exe). Having the default shell at the background means that upon a mode change, Windows will send messages to all the little things that live on your desktop, asking them to redraw themselves etc., which takes a lot of time.
Title: Re: GroovyMAME 0.178 - Switchres v0.016 alpha 2
Post by: keropi on October 10, 2016, 05:10:37 pm
thanks for the suggestions Calamity... but I must say that using MA as shell in win7/x64 didn't work that good for me - I had MA gfx corruption issues... no idea why.
Do you use a specific program to change shells or just edit the registry variable? Maybe I was missing some values or something?
Title: Re: GroovyMAME 0.178 - Switchres v0.016 alpha 2
Post by: ozfalcon on October 10, 2016, 10:15:02 pm
It always worked like this but under XP this switching is fast even using version 178. Under windows 7 x64 it's very slow especially when You are using two outputs. Starting with 5xxx cards there is new method noticably faster but still for a slight moment You will see desktop.

I did solve this problem by using frontend that uses black background for mame execution - MAMEWAH. Of course You can still set black desktop and remove all icons plus hide taskbar.
Ok, thanks for the information.
But I don't plan to change my frontend, too much work already done on it.
So it means that all games that switch between different resolutions should stop working now on my build.
Do you know other games which switch resolutions ?

"wcbowl" switches after initial startup.

Be good to put together a list of Games that do this.
Shienryu
wcbowl
....?
Title: Re: GroovyMAME 0.178 - Switchres v0.016 alpha 2
Post by: ozfalcon on October 10, 2016, 10:17:26 pm
Besides computers in MAME (probably almost all should/can switch resolutions) all games in drivers based on psx hardware like zn or namcos12, stv, thief, snk6502 (only during boot) segas32 (during boot but some like Sonic or Slipstream also during game) segac2 (only during boot) qix (only during boot), midyunit (only during boot), almost all games in taitogn.cpp, jaguar, hardriv, during boot also: Escape Kids, Violent Storm, Wild West COW, Crystal Castles.

Please note, those informations might be inaccurate and/or outdated.
Good to know.
Title: Re: GroovyMAME 0.178 - Switchres v0.016 alpha 2
Post by: haynor666 on October 11, 2016, 03:24:46 am
There is article about resolution switching but so far game list wasn't published: http://geedorah.com/eiusdemmodi/forum/viewtopic.php?id=43 (http://geedorah.com/eiusdemmodi/forum/viewtopic.php?id=43)
Title: Re: GroovyMAME 0.178 - Switchres v0.016 alpha 2
Post by: cbcduna on October 11, 2016, 09:18:38 am
Hi,

i have a doubt about use the ipp system (joysticks and buttons connected per paralel port) of controls with the lastest versions of mame. Is possible use the version GM 0.178 with this without modifications? I need aditional action of compilation in standart version of 0.178 for use IPP controls?

Thanks in advance...
Title: Re: GroovyMAME 0.178 - Switchres v0.016 alpha 2
Post by: m.andrade1 on October 13, 2016, 07:18:16 am
Hello haynor666
I managed to work with neogeo games, with good results, i created a neogeo.ini forcing the resolution to 304x224, it seems now the neogeo games are fullscreen without the junk black side bar or the, random blocks on the borders, the good thing it´s mainting the aspect without loosing the smooth, it works with the same Hz from the 320x224, so that´s what i did.
Thanks Marcos
Title: Re: GroovyMAME 0.178 - Switchres v0.016 alpha 2
Post by: haynor666 on October 13, 2016, 08:58:33 am
Some games will still have junk or black bars: Zupapa, Gururin or Cyber-lip (should be cut 16 from right edge).

I almost finished my build with more modifications including neo-geo resolution changes.
Title: Re: GroovyMAME 0.178 - Switchres v0.016 alpha 2
Post by: tom5151 on October 15, 2016, 03:24:23 am
Thanks @Calamity, @haynor666 and @ozfalcon for your help about res switching on win7+.
I've indeed tried wcbowl, and I have the same issue I have with Shienryu.
I use super resolutions on win 10 (35 modelines), I only have 1 output, so the last thing I can try is to replace my system shell.
Title: Re: GroovyMAME 0.178 - Switchres v0.016 alpha 2
Post by: peterson65 on October 16, 2016, 06:50:49 pm
i have groovymame 0178 working fine but still getting the there are known problems with this game  ect is ther no way to bypass that? i have it compilled with the supression patch and skip game info at 1
!!never mind got it working!!
Title: Re: GroovyMAME 0.178 - Switchres v0.016 alpha 2
Post by: keropi on October 24, 2016, 09:38:05 am
Some games will still have junk or black bars: Zupapa, Gururin or Cyber-lip (should be cut 16 from right edge).

I almost finished my build with more modifications including neo-geo resolution changes.

any chance you could share this compile for X64 haynor666?
Title: Re: GroovyMAME 0.178 - Switchres v0.016 alpha 2
Post by: haynor666 on October 24, 2016, 03:44:43 pm
Sure - https://mega.nz/#!ckc3xYAI!R_NQQrmhtUVD9SFsizqm02vnsPNZmpHjDdTk8Ed8lm0

It would be nice if you can look at neo-geo visible area modifications. Maybe something can still be improved.
Title: Re: GroovyMAME 0.178 - Switchres v0.016 alpha 2
Post by: keropi on October 24, 2016, 05:44:21 pm
thanks for sharing that haynor666!  :cheers:
I will be gone for ~10 days starting tomorrow in a trip to Germany - once I return I'll test it in my setup , finally doing some progress completing my wood cab  ;D
I also have a real neogeo board with mslug1/aof1 - the garbage on the side are visible in them too , there was a time I though my board had an issue or something  ::)
Title: Re: GroovyMAME 0.178 - Switchres v0.016 alpha 2
Post by: peterson65 on October 25, 2016, 08:41:11 pm
Anyone have any ideas how I can go about finding out why groovymame 0.178 is crashing? I am running game-ex for my front end and it demos what's in my favorites and at some point it crashes in the background . I assume maybe a particular game but I am not sure because game-ex keeps going to the next game and when I close it I see on the desktop the errors. I am running crt 2.0 on win 7 64.
Title: Re: GroovyMAME 0.179 - Switchres v0.016 alpha 2
Post by: Calamity on October 26, 2016, 04:39:12 pm
GroovyMAME 0.179 is out (SwitchRes v0.016 alpha 2).
Title: Re: GroovyMAME 0.179 - Switchres v0.016 alpha 2
Post by: Jonny G on October 27, 2016, 05:03:11 am
GroovyMAME 0.179 is out (SwitchRes v0.016 alpha 2).

Cheers Calamity!!! Back up to top speed!
Title: Re: GroovyMAME 0.179 - Switchres v0.016 alpha 2
Post by: mdd45 on October 27, 2016, 07:45:24 am
I have a working groovymame 177 winxp32 build on a hd2400. I have tried 179 32build on the same machine with new mame.ini and i have framerate problems (frames hovering from 95-105%) with sound problems. Also neo geo games give me an out of sync picture.  I'll stick to 177 build.
Title: Re: GroovyMAME 0.179 - Switchres v0.016 alpha 2
Post by: Calamity on October 27, 2016, 09:45:28 am
I have a working groovymame 177 winxp32 build on a hd2400. I have tried 179 32build on the same machine with new mame.ini and i have framerate problems (frames hovering from 95-105%) with sound problems. Also neo geo games give me an out of sync picture.  I'll stick to 177 build.

From now on, all log-less bug reports will be sent to this purgatory thread (http://forum.arcadecontrols.com/index.php/topic,152091.0.html).

Thanks for your collaboration.

Title: Re: GroovyMAME 0.179 - Switchres v0.016 alpha 2
Post by: mdd45 on October 27, 2016, 11:06:23 am
added
Title: Re: GroovyMAME 0.179 - Switchres v0.016 alpha 2
Post by: Calamity on October 27, 2016, 12:54:06 pm
added

The out of sync issue is probably due to not forcing the dotclockmin option for your HD 2400. The speed issue is similiar to a previous one we had caused by baseline moving time functions to the std library, but this one was fixed in GM. It'd be nice to have another XP user confirming this.
Title: Re: GroovyMAME 0.179 - Switchres v0.016 alpha 2
Post by: haynor666 on October 27, 2016, 01:14:43 pm
I'm affraid problem is valid. This time speed issue is even more bizarre.
Title: Re: GroovyMAME 0.179 - Switchres v0.016 alpha 2
Post by: mdd45 on October 27, 2016, 02:06:31 pm
added

The out of sync issue is probably due to not forcing the dotclockmin option for your HD 2400. The speed issue is similiar to a previous one we had caused by baseline moving time functions to the std library, but this one was fixed in GM. It'd be nice to have another XP user confirming this.

You are right about the dotclock, i forgot to force it to 8. The speed issues though are still there.
Title: Re: GroovyMAME 0.179 - Switchres v0.016 alpha 2
Post by: Calamity on October 27, 2016, 02:19:43 pm
Just tested on my XP32 system (Pentium 4 HT), no speed issues here, all games running smoothly here.

I'm wondering if you have frame_delay enabled.
Title: Re: GroovyMAME 0.179 - Switchres v0.016 alpha 2
Post by: mdd45 on October 27, 2016, 02:48:33 pm
frame_delay is 0 at mame.ini
Title: Re: GroovyMAME 0.179 - Switchres v0.016 alpha 2
Post by: haynor666 on October 27, 2016, 03:46:00 pm
Without frame delay speed is constantly switching between 101 and 95 %. Very noticable with sound. With frame delay 2 it's even worse.
Title: Re: GroovyMAME 0.179 - Switchres v0.016 alpha 2
Post by: ozfalcon on October 27, 2016, 08:29:41 pm
Without frame delay speed is constantly switching between 101 and 95 %. Very noticable with sound. With frame delay 2 it's even worse.

I have encountered this in the past.

Out of interest, What's your OS & CPU type?
Title: Re: GroovyMAME 0.179 - Switchres v0.016 alpha 2
Post by: haynor666 on October 28, 2016, 01:38:47 am
G3258 overclocked to 4,2 GHz, XP x32.

Problem is as I read only on XP.
Title: Re: GroovyMAME 0.179 - Switchres v0.016 alpha 2
Post by: Calamity on October 28, 2016, 05:11:40 am
G3258 overclocked to 4,2 GHz, XP x32.

Problem is as I read only on XP.

Would you mind checking this test build? https://drive.google.com/open?id=0B5iMjDor3P__WEFqU1JyTThrSVE
Title: Re: GroovyMAME 0.179 - Switchres v0.016 alpha 2
Post by: ozfalcon on October 28, 2016, 10:14:33 am
G3258 overclocked to 4,2 GHz, XP x32.

Problem is as I read only on XP.
Sorry, Misread the previous post's in the thread.



 
Title: Re: GroovyMAME 0.179 - Switchres v0.016 alpha 2
Post by: haynor666 on October 28, 2016, 02:00:50 pm

Would you mind checking this test build? https://drive.google.com/open?id=0B5iMjDor3P__WEFqU1JyTThrSVE

Still the same.
Title: Re: GroovyMAME 0.179 - Switchres v0.016 alpha 2
Post by: Doozer on October 29, 2016, 09:53:22 am

The groovymame 0.179 Linux builds are available.
Title: Re: GroovyMAME 0.179 - Switchres v0.016 alpha 2
Post by: Calamity on October 30, 2016, 12:20:43 pm

Would you mind checking this test build? https://drive.google.com/open?id=0B5iMjDor3P__WEFqU1JyTThrSVE (https://drive.google.com/open?id=0B5iMjDor3P__WEFqU1JyTThrSVE)

Still the same.

Ok, I've confirmed the issue.

But there's something odd going on. If I build GM from my main PC (i7-4771 - Windows 8.1) then the speed issue on XP happens. However if build GM from my laptop (i7-2670QM - Windows 10) then there's no speed issue, provided I add the patch for the chrono library. (http://forum.arcadecontrols.com/index.php/topic,151459.msg1583331.html#msg1583331)

Title: Re: GroovyMAME 0.179 - Switchres v0.016 alpha 2
Post by: mdd45 on October 31, 2016, 04:42:34 am
Is there a new 179 build to test for winxp users? You think the problem is due to win8.1? My advice though is that you should update to windows 10. They are great and better than 8.1. ;)
Title: Re: GroovyMAME 0.179 - Switchres v0.016 alpha 3
Post by: Calamity on October 31, 2016, 01:13:01 pm
SwitchRes v0.016 alpha 3 (October 2016):

- Attempt at fixing erratic speed issue on Windows XP, by replacing std::chrono::high_resolution_clock by std::chrono::steady_clock.


Please check if this fixes the issue (it does here).
Title: Re: GroovyMAME 0.179 - Switchres v0.016 alpha 2
Post by: Calamity on October 31, 2016, 01:25:48 pm
My advice though is that you should update to windows 10. They are great and better than 8.1. ;)

As I said I'm already running W10 on my laptop. Boot takes way longer than it did on W7. Until the anniversary update, the hd was 90-100% busy most of the time, doing unknown background stuff, even after disabling all the telemetry crap. After the anniversary update, it feels more robust and faster. Windows 8.1 on the other hand is the most solid OS I've experienced so far, it's great once you hide all the metro stuff. I'm running it on a SSD so the comparison isn't probably fair, but when I get to the office and press the power button the desktop is ready before I have time to hang my jacket.
Title: Re: GroovyMAME 0.179 - Switchres v0.016 alpha 3
Post by: haynor666 on October 31, 2016, 02:17:16 pm
Alpha3 works fine for me. Tested with frame_delay 2 and 0 ans couple games with different frequencies.
Title: Re: GroovyMAME 0.179 - Switchres v0.016 alpha 3
Post by: mdd45 on October 31, 2016, 05:59:16 pm
Alpha 3 works for me too. With Frame_delay set to 0-2 i had no issues. I haven't figure out yet  if it is better for my configuration to have frame_delay at 0 or lets say 2. (pentium 4 2.8ghz, 2.5gb ram, Winxp 32b with hd2400)
Title: Re: GroovyMAME 0.179 - Switchres v0.016 alpha 3
Post by: Calamity on November 02, 2016, 07:20:12 am
I haven't figure out yet  if it is better for my configuration to have frame_delay at 0 or lets say 2.

Frame_delay must be zero in mame.ini. Then, if you want to enable it for some game, you need to determine the highest value that offers a stable performance for that specific game on your specific hardware, and create an .ini file for that game.
Title: Re: GroovyMAME 0.179 - Switchres v0.016 alpha 3
Post by: tom5151 on November 06, 2016, 05:05:29 am
Hi all,
I would be nice if someone could share a no-nag patched window 64bits version (xp / linux as well) when a new GM version is out.
Thanks,
Title: Re: GroovyMAME 0.179 - Switchres v0.016 alpha 3
Post by: javierluisbravo on November 11, 2016, 11:10:13 am
Hi my friends,

In GM 0.179 when i load the rom from the command line or with a frontend.. the blue "loading" pointer of Windows 10 appears over a black screen... just a second before the nag screen and after hitting enter.

In GM 0.149 it does not happen at all.

Am I the only having this blue circle pointer of the mouse appearing between hitting enter and the nag screen? 

Or is something common since a couple versions ago?  (As i just updated from 0.149 to 0.179 alpha3)



Title: Re: GroovyMAME 0.179 - Switchres v0.016 alpha 3
Post by: Calamity on November 11, 2016, 12:39:24 pm
The Windows loading pointer has happened since I have memory.
Title: Re: GroovyMAME 0.179 - Switchres v0.016 alpha 3
Post by: haynor666 on November 11, 2016, 01:00:09 pm
Some frontends have some ability to hide pointer.
Title: Re: GroovyMAME 0.179 - Switchres v0.016 alpha 3
Post by: schmerzkaufen on November 12, 2016, 03:19:32 am
Just to re-confirm please; 0.171 was the last build where D3D9ex worked, right ?
Title: Re: GroovyMAME 0.179 - Switchres v0.016 alpha 3
Post by: keropi on November 16, 2016, 02:03:21 pm
^ I believe so, after that it's BGFX

I've been meaning to ask, what happened with the F10 behavior in recent mame builds? For example in 0.171 it unlocks framerate but in 0.179 it does nothing for me (in all games). Is there a new mame.ini option I missed?  ???

edit:
it appears that "FAST FORWARD" works for me but "THROTTLE" does nothing at all.
Title: Re: GroovyMAME 0.179 - Switchres v0.016 alpha 3
Post by: Calamity on November 19, 2016, 10:26:07 am
I've uploaded a new Direct3D 9Ex build to the drive (https://drive.google.com/drive/folders/0B5iMjDor3P__RUtWNXFFSThXanc):

groovymame64_0179.016_alpha3_d3d9ex.7z

There's also a new diff file to add Direct3D 9Ex support to GroovyMAME. It must me applied after the usual GroovyMAME patch:

d3d9ex.diff

Notice this build is 9Ex-only, you can't switch from D3D9 to D3D9Ex anymore, so just use -video d3d or simply leave the default -video auto setting. The old -video d3d9ex won't work!. This build won't work on XP either (Direct3D 9Ex requires Windows Vista+).

The key is now we need separate builds for either D3D9 or D3D9ex, both using the same option -video d3d.

I'm providing this diff and build temporarily, I'm not sure if I'll be mantaining it. In case I do, only the 64-bit build will be released. I could aswell integrate this diff into the main one, but that would mean dropping support for XP. Maybe I should post a poll about this.

Pro memoria: Direct9Ex is used to reduce video latency to the minimum possible allowed by the system, before or without using advanced technics (=hacks), namely frame delay and/or direct polling of scanlines.
Title: Re: GroovyMAME 0.179 - Switchres v0.016 alpha 3
Post by: haynor666 on November 19, 2016, 01:39:03 pm
I hope support for XP will stay as long as it is possible :)
Title: Re: GroovyMAME 0.179 - Switchres v0.016 alpha 3
Post by: keropi on November 19, 2016, 01:55:14 pm
Notes on compiling GM for newbies (like me  :laugh:)

- MKChamp's suppression patches are here: http://mamestuff.lowtrucks.net/MKChamp/ (http://mamestuff.lowtrucks.net/MKChamp/) , there is a new one for version 0.179 (download and rename .txt to .diff)

- If you are installing in a location other than the default (c:\msys64 or c:\msys32), after you unpack run autorebase.bat

- Use this detailed guide here: http://forum.attractmode.org/index.php?topic=348.0 (http://forum.attractmode.org/index.php?topic=348.0) but apply the different patches with the following order and pay attention to the patch command that changes for the suppression .diff

a. 0179_groovymame_016_alpha3.diff with command: patch -p0 -E <0179_groovymame_016_alpha3.diff
b. d3d9ex.diff with command: patch -p0 -E <d3d9ex.diff
c. suppression_0179u0.diff with command: patch --binary -p0 -E <suppression_0179u0.diff

- If you want to make an arcade-only exe (like mame before mess/ume) then use the "SUBTARGET=arcade" option, like this for example: "make SUBTARGET=arcade -j5"

Here is a download link for groovymame64_0179.016_alpha3_d3d9ex with the suppression patch: http://www.mediafire.com/file/4x5jwkbha98557w/GroovyMame64_0179.016_alpha3_d3d9ex_suppression0179-k.rar (http://www.mediafire.com/file/4x5jwkbha98557w/GroovyMame64_0179.016_alpha3_d3d9ex_suppression0179-k.rar)
and an arcade-only one: http://www.mediafire.com/file/rq6yzwjxlylp8h6/GroovyMame64_arcade-only_0179.016_alpha3_d3d9ex_suppression0179-k.rar (http://www.mediafire.com/file/rq6yzwjxlylp8h6/GroovyMame64_arcade-only_0179.016_alpha3_d3d9ex_suppression0179-k.rar)
Title: Re: GroovyMAME 0.179 - Switchres v0.016 alpha 3
Post by: Calamity on November 22, 2016, 11:46:53 am
The user oomek has measured a consistent latency increase when comparing the old 0.171 build with current versions of GM, even when using Direct3D 9Ex and frame delay. Fortunately we have probably found the source of problem on a change in the code base made a few months ago.

There's a new test build on the drive that performs as good as 0.171 latency-wise, according to oomek's measurements: groovymame64_0179.016_alpha3_d3d9ex_test

Title: Re: GroovyMAME 0.179 - Switchres v0.016 alpha 3
Post by: keropi on November 22, 2016, 05:30:55 pm
great news I suposse!
I can't help in verifying the test so I'll wait for the new .diff to appear :)
Title: Re: GroovyMAME 0.179 - Switchres v0.016 alpha 3
Post by: krick on November 23, 2016, 01:24:52 pm
Fortunately we have probably found the source of problem on a change in the code base made a few months ago.

So this is a different issue than the std::chrono::high_resolution_clock issue?
Title: Re: GroovyMAME 0.179 - Switchres v0.016 alpha 3
Post by: Calamity on November 23, 2016, 01:29:30 pm
So this is a different issue than the std::chrono::high_resolution_clock issue?

Yes, and we still need to check if it affects baseline as well before we report it to MAMEdev.
Title: Re: GroovyMAME 0.179 - Switchres v0.016 alpha 3
Post by: keropi on November 27, 2016, 05:57:53 am
any news on this patch? or it's still on testing phase?
Title: Re: GroovyMAME 0.179 - Switchres v0.016 alpha 3
Post by: oomek on November 27, 2016, 08:07:40 am
any news on this patch? or it's still on testing phase?
My testing confirmed an issue with mame's input polling. There are two builds in the 0.179 folder. Alwayspoll which fixes the hid lag and d3d9ex test which reduces the lag even more if you set the frame_delay to 1

The input lag reduction is massive comparing to the original mame. It's around 60-70 ms
Title: Re: GroovyMAME 0.179 - Switchres v0.016 alpha 3
Post by: keropi on November 27, 2016, 11:15:35 am
really great news then , thanks for the update!
I hope we get a .diff sooner or later :)
Title: Re: GroovyMAME 0.179 - Switchres v0.016 alpha 3
Post by: javierluisbravo on November 27, 2016, 03:33:29 pm
Thanks for your hard work.

Tough i am a little lost here.  I have 0179 alpha 3 installed now in my cab with windows 10 and an AVGA 3000.

To which one would be better to update:  alpha3_d3d9ex test? or 0179_always_poll? to get better experience and less lag...

so there was a little delay in 0179 alpha 3... i could feel something compared to 0149 i had installed in parallel before. Playing wboy in 0149 felt like less lag... maybe i was paranoid about that.. but now i think you are confirming that 0179  has more lag that previous groovymame verisions..

Thanks again :)
Title: Re: GroovyMAME 0.179 - Switchres v0.016 alpha 3
Post by: oomek on November 27, 2016, 05:01:57 pm
Always poll version is just an original mame with tweaked input polling by Calamity to allow me to investigate the delays. Get groovymame64_0179.016_alpha3_d3d9ex_test.7z and enjoy d3dx9ex benefits and faster input polling. You just set video to d3d and frame_delay > 0 and vsync_offset accordingly.
Title: Re: GroovyMAME 0.179 - Switchres v0.016 alpha 3
Post by: javierluisbravo on November 27, 2016, 05:26:55 pm
Thank you so much for clarifying this..

Amazing! i will be testing that version...
and.. vsync_offset.. i never touched it.. i will research about it.  Thanks a lot oomek and Calamity for all this groovymagic.

Title: Re: GroovyMAME 0.179 - Switchres v0.016 alpha 3
Post by: antoniomauro on November 28, 2016, 09:12:31 am
Great!
Waiting for the diff to recompile
Title: Re: GroovyMAME 0.179 - Switchres v0.016 alpha 3
Post by: befensor on November 29, 2016, 07:27:30 am
Keropi please, could you compile both version, but 32bit if it is possible? Thank you so much in advance but my cab test is win xp 32 based  :soapbox:

Quote from: keropi

Here is a download link for groovymame64_0179.016_alpha3_d3d9ex with the suppression patch: http://www.mediafire.com/file/4x5jwkbha98557w/GroovyMame64_0179.016_alpha3_d3d9ex_suppression0179-k.rar (http://www.mediafire.com/file/4x5jwkbha98557w/GroovyMame64_0179.016_alpha3_d3d9ex_suppression0179-k.rar)
and an arcade-only one: http://www.mediafire.com/file/rq6yzwjxlylp8h6/GroovyMame64_arcade-only_0179.016_alpha3_d3d9ex_suppression0179-k.rar (http://www.mediafire.com/file/rq6yzwjxlylp8h6/GroovyMame64_arcade-only_0179.016_alpha3_d3d9ex_suppression0179-k.rar)
Title: Re: GroovyMAME 0.179 - Switchres v0.016 alpha 3
Post by: haynor666 on November 29, 2016, 09:04:46 am
D3Dex is only for Vista and above so this version will not work on XP.
Title: Re: GroovyMAME 0.179 - Switchres v0.016 alpha 3
Post by: keropi on November 29, 2016, 10:44:13 am
haynor666 is correct about the D3D9ex version.

I have uploaded some 32-bit binaries in the meantime in case someone finds them usefull - they don't include the latest code that helps reduce latency, once Calamity releases something I'll post binaries

GroovyMame32_0179.016_alpha3_d3d9ex_suppression : https://www.mediafire.com/?89v5ct3jx2zbg9u (https://www.mediafire.com/?89v5ct3jx2zbg9u)

GroovyMame32_0179.016_alpha3_suppression : https://www.mediafire.com/?h408drz639b0imr (https://www.mediafire.com/?h408drz639b0imr)
GroovyMame32_arcade-only_0179.016_alpha3_suppression : https://www.mediafire.com/?7v1wmb0lwrupxue (https://www.mediafire.com/?7v1wmb0lwrupxue)
Title: Re: GroovyMAME 0.179 - Switchres v0.016 alpha 3
Post by: befensor on November 29, 2016, 11:36:57 am
Thank you....so THANK YOU so much  :notworthy:

BTW, are there any benefits to use 64bit version (such to install a win xp 64 on to my cab)?

haynor666 is correct about the D3D9ex version.

I have uploaded some 32-bit binaries in the meantime in case someone finds them usefull - they don't include the latest code that helps reduce latency, once Calamity releases something I'll post binaries

GroovyMame32_0179.016_alpha3_d3d9ex_suppression : https://www.mediafire.com/?89v5ct3jx2zbg9u (https://www.mediafire.com/?89v5ct3jx2zbg9u)

GroovyMame32_0179.016_alpha3_suppression : https://www.mediafire.com/?h408drz639b0imr (https://www.mediafire.com/?h408drz639b0imr)
GroovyMame32_arcade-only_0179.016_alpha3_suppression : https://www.mediafire.com/?7v1wmb0lwrupxue (https://www.mediafire.com/?7v1wmb0lwrupxue)
Title: Re: GroovyMAME 0.179 - Switchres v0.016 alpha 3
Post by: haynor666 on November 29, 2016, 03:48:35 pm
From mine experience it works even worse that XP x32. At least with Radeon cards.
Title: Re: GroovyMAME 0.179 - Switchres v0.016 alpha 3
Post by: befensor on December 01, 2016, 01:06:48 pm
In mame.ini can you help me to take a test? In my GM I set

full_screen_gamma 0.7
gamma 0.7
(but what differences are between these two?)

Ok, problem is that these settings are too strong: is it possible to the first will add to second? In my cab, brightness is too "strong" and if I low brightness trimmer it darken image too much while mame.ini brightness is more accurate. So, what best setting is in your tests?

Now I'm trying GM 0.179 arcade ("no nag" compiled version posted by keropi).
Title: Re: GroovyMAME 0.180 - Switchres v0.016 alpha 4
Post by: Calamity on December 03, 2016, 05:09:02 am
GroovyMAME v0.180 is out (Switchres v0.016 alpha 4):

What's new in SwitchRes v0.016 alpha 4 (December 2016)

- Full implementation of dynamic mode switching on the BGFX renderer (D3D11 backend). Now it shouldn't crash when launching games from the internal UI. Games that switch video modes dynamically now work.

- Improved dynamic mode switching for -video bgfx (D3D11) and -video d3d (D3D9/D3D9Ex*). Now transitions should be smoother, and the desktop shouldn't flash on the background anymore. There should be a comparative advantage here for D3D9ex (and D3D11) over plain D3D9 since the former doesn't need to destroy and recreate resources upon a mode switch.

- Attempt at reducing input latency, now it should be on a par with previous versions of GM (0.171). Experimental confirmation needed.

* Re-added D3D9Ex support, now as a separate build. Remind using -video d3d even for the D3D9ex build, instead of the old deprecated setting -video d3d9ex.
Title: Re: GroovyMAME 0.180 - Switchres v0.016 alpha 4
Post by: Paradroid on December 03, 2016, 01:55:31 pm
Thank you!!! :)

Sent from my SM-A300Y using Tapatalk

Title: Re: GroovyMAME 0.180 - Switchres v0.016 alpha 4
Post by: keropi on December 03, 2016, 02:57:08 pm
Awesome, thanks for the update Calamity!

I have compiled several flavors with MKChamp's 0.180 suppression patch:

GroovyMame64:

GroovyMame64_0180.016_alpha4_suppression0180 : https://www.mediafire.com/?9egdiv8vklid772 (https://www.mediafire.com/?9egdiv8vklid772)
GroovyMame64_arcade-only_0180.016_alpha4_suppression0180 : http://www.mediafire.com/?dgzfbse8m762onm (http://www.mediafire.com/?dgzfbse8m762onm)

GroovyMame64_0180.016_alpha4_d3d9ex_suppression0180 : https://www.mediafire.com/?o6mxwzze6abnm1m (https://www.mediafire.com/?o6mxwzze6abnm1m)
GroovyMame64_arcade-only_0180.016_alpha4_d3d9ex_suppression0180 : https://www.mediafire.com/?w509scud0i24wwk (https://www.mediafire.com/?w509scud0i24wwk)


GroovyMame32:

GroovyMame32_0180.016_alpha4_suppression0180 : https://www.mediafire.com/?112gyp4qtcqgb6q (https://www.mediafire.com/?112gyp4qtcqgb6q)
GroovyMame32_arcade-only_0180.016_alpha4_suppression0180 : https://www.mediafire.com/?qmx78m3gteo91a1 (https://www.mediafire.com/?qmx78m3gteo91a1)

GroovyMame32_0180.016_alpha4_d3d9ex_suppression0180 : https://www.mediafire.com/?dhpccryuzm6989x (https://www.mediafire.com/?dhpccryuzm6989x)
GroovyMame32_arcade-only_0180.016_alpha4_d3d9ex_suppression0180 : https://www.mediafire.com/?urpehq7mnn2a66g (https://www.mediafire.com/?urpehq7mnn2a66g)
Title: Re: GroovyMAME 0.180 - Switchres v0.016 alpha 4
Post by: RobeeJ on December 04, 2016, 09:26:17 am
Having a compilation error with 180 :( Anyone have any ideas?

Code: [Select]
[root@mame mame180]# make
GCC 6.2.1 detected
Compiling src/osd/modules/render/drawogl.cpp...
../../../../../src/osd/modules/render/drawogl.cpp: In member function ‘ogl_texture_info* renderer_ogl::texture_update(const render_primitive*, int)’:
../../../../../src/osd/modules/render/drawogl.cpp:2714:26: error: ‘class osd_window’ has no member named ‘platform_window’; did you mean ‘osd_window’?
      set_mame_focus(win->platform_window<SDL_Window*>());
                          ^~~~~~~~~~~~~~~
../../../../../src/osd/modules/render/drawogl.cpp:2714:52: error: expected primary-expression before ‘*’ token
      set_mame_focus(win->platform_window<SDL_Window*>());
                                                    ^
../../../../../src/osd/modules/render/drawogl.cpp:2714:53: error: expected primary-expression before ‘>’ token
      set_mame_focus(win->platform_window<SDL_Window*>());
                                                     ^
../../../../../src/osd/modules/render/drawogl.cpp:2714:55: error: expected primary-expression before ‘)’ token
      set_mame_focus(win->platform_window<SDL_Window*>());
                                                       ^
make[2]: *** [osd_sdl.make:1192: ../../../../linux_gcc/obj/x64/Release/osd_sdl/src/osd/modules/render/drawogl.o] Error 1
make[1]: *** [Makefile:19: osd_sdl] Error 2
make: *** [makefile:1224: linux_x64] Error 2
Title: Re: GroovyMAME 0.180 - Switchres v0.016 alpha 4
Post by: mdd45 on December 04, 2016, 10:19:44 am
Awesome, thanks for the update Calamity!

I have compiled several flavors with MKChamp's 0.180 suppression patch:

GroovyMame64:

GroovyMame64_0180.016_alpha4_suppression0180 : https://www.mediafire.com/?9egdiv8vklid772 (https://www.mediafire.com/?9egdiv8vklid772)
GroovyMame64_arcade-only_0180.016_alpha4_suppression0180 : http://www.mediafire.com/?dgzfbse8m762onm (http://www.mediafire.com/?dgzfbse8m762onm)

GroovyMame64_0180.016_alpha4_d3d9ex_suppression0180 : https://www.mediafire.com/?o6mxwzze6abnm1m (https://www.mediafire.com/?o6mxwzze6abnm1m)
GroovyMame64_arcade-only_0180.016_alpha4_d3d9ex_suppression0180 : https://www.mediafire.com/?w509scud0i24wwk (https://www.mediafire.com/?w509scud0i24wwk)


GroovyMame32:

GroovyMame32_0180.016_alpha4_suppression0180 : https://www.mediafire.com/?112gyp4qtcqgb6q (https://www.mediafire.com/?112gyp4qtcqgb6q)
GroovyMame32_arcade-only_0180.016_alpha4_suppression0180 : https://www.mediafire.com/?urpehq7mnn2a66g (https://www.mediafire.com/?urpehq7mnn2a66g)

GroovyMame32_0180.016_alpha4_d3d9ex_suppression0180 : https://www.mediafire.com/?dhpccryuzm6989x (https://www.mediafire.com/?dhpccryuzm6989x)
GroovyMame32_arcade-only_0180.016_alpha4_d3d9ex_suppression0180 : https://www.mediafire.com/?urpehq7mnn2a66g (https://www.mediafire.com/?urpehq7mnn2a66g)

I'm kind of lost with all those new releases. For a winxp 32 with a Pentium 4 setup what is the best groovymame32_0180 to test? what suppression exactly means? Also d3d9ex works on winxp 32?
Title: Re: GroovyMAME 0.180 - Switchres v0.016 alpha 4
Post by: keropi on December 04, 2016, 10:56:20 am
suppression = no warning/load messages displayed
d3d9ex = works only on vista/7
Title: Re: GroovyMAME 0.180 - Switchres v0.016 alpha 4
Post by: Calamity on December 04, 2016, 12:11:32 pm
Having a compilation error with 180 :( Anyone have any ideas?

Try replacing win->platform_window<SDL_Window*>() by std::static_pointer_cast<sdl_window_info>(win)->platform_window().
Title: Re: GroovyMAME 0.180 - Switchres v0.016 alpha 4
Post by: Doozer on December 04, 2016, 12:33:53 pm
Having a compilation error with 180 :( Anyone have any ideas?

Try replacing win->platform_window<SDL_Window*>() by std::static_pointer_cast<sdl_window_info>(win)->platform_window().

@Calamity, the mame_set_focus temporary fix can be dropped from the groovy patch. It is not required anymore thanks to SDL 2.0.5

I have uploaded the Linux build without focus fix.
Title: Re: GroovyMAME 0.180 - Switchres v0.016 alpha 4
Post by: tom5151 on December 04, 2016, 03:05:54 pm
Thanks @Calamity and @keropi for these new builds  :applaud:
Title: Re: GroovyMAME 0.180 - Switchres v0.016 alpha 4
Post by: mdd45 on December 04, 2016, 05:06:14 pm
suppression = no warning/load messages displayed
d3d9ex = works only on vista/7

Thanks for the info.
Title: Re: GroovyMAME 0.180 - Switchres v0.016 alpha 4
Post by: nikolash on December 05, 2016, 10:36:02 am
Thanks @Calamity and @keropi for these new builds  :applaud:  :cheers:
Title: Re: GroovyMAME 0.180 - Switchres v0.016 alpha 4
Post by: cbcduna on December 05, 2016, 04:00:51 pm
Sorry Keropy,

i have in doubt with the news modes, i not understand fine the difference betwen d3d11 and d3dex.

 I use win 7 64 bits with CRT. What is the better release im my case?

You can help me please?

Regards,
Title: Re: GroovyMAME 0.180 - Switchres v0.016 alpha 4
Post by: keropi on December 05, 2016, 04:55:33 pm
Heh thanks all for the kind words but let's not forget that the brains behind Groovymame is Calamity. Without him there would be no stuff to compile and post :)

From what I know (and correct me if I am wrong on this) normal D3D11 has a frame queue of 4 frames in it's rendering proccess and D3D9ex only has 1. So right from the start there is an obvious advantage in using D3D9ex.
Title: Re: GroovyMAME 0.180 - Switchres v0.016 alpha 4
Post by: cbcduna on December 06, 2016, 08:06:46 am
Ok Keropi,

thanks for the answer...

another question mate. What is the diference in arcade_only vs normal in your releases?

Thanks in advance,

C.
Title: Re: GroovyMAME 0.180 - Switchres v0.016 alpha 4
Post by: keropi on December 06, 2016, 01:09:56 pm
arcade_only is just mame like in the old days, arcade games only
normal is mame+mess , arcade + consoles + home computers all in one
Title: Re: GroovyMAME 0.180 - Switchres v0.016 alpha 4
Post by: Isstanar on December 07, 2016, 12:53:15 pm
arcade_only is just mame like in the old days, arcade games only
normal is mame+mess , arcade + consoles + home computers all in one

Thank you, thank you, thank you! I don't mind MAME adding more consoles, but it's been such a hassle for me making a gamelist for a frontend with all the extra stuff.

EDIT: I also noticed that the "GroovyMame32_arcade-only_0180.016_alpha4_suppression0180" mediafire link is the same as the D3D9ex Groovymame32 version. Is that correct or should there be a separate non-D3D9ex version?
Title: Re: GroovyMAME 0.180 - Switchres v0.016 alpha 4
Post by: keropi on December 07, 2016, 07:41:47 pm
^ yes the link was wrong, thanks for reporting that! I have fixed the post with the links :)
Title: Re: GroovyMAME 0.180 - Switchres v0.016 alpha 4
Post by: oomek on December 07, 2016, 08:29:07 pm
I've just compiled GM 0.180 GM with d3d9ex.diff and comapred to the Calamity's build.
The thing I've noticed is that my build is a bit slower (I had to increase vsync_delay) and I wonder why is that.

Also my build is reporting resolution differently.
SwitchRes: [shdancer] (1) horizontal (320x224@57.230000)->(796x448@57.978447)
where Calamity's shows a full number.
SwitchRes: [shdancer] (1) horizontal (320x224@57.230000)->(796x448@58.000000)

Does anyone else have this?
Title: Re: GroovyMAME 0.180 - Switchres v0.016 alpha 4
Post by: Calamity on December 08, 2016, 12:15:31 pm
@oomek, you're probably missing the dummy dlls.
Title: Re: GroovyMAME 0.180 - Switchres v0.016 alpha 4
Post by: burn_654 on December 08, 2016, 12:21:19 pm
Thanks for the update Calamity! Looking forward to trying out the d3d9ex version...
Title: Re: GroovyMAME 0.180 - Switchres v0.016 alpha 4
Post by: oomek on December 08, 2016, 12:44:52 pm
@oomek, you're probably missing the dummy dlls.

(https://s23.postimg.org/b2ddz1zm3/image.jpg)
Title: Re: GroovyMAME 0.180 - Switchres v0.016 alpha 4
Post by: krick on December 08, 2016, 12:54:14 pm
@oomek, you're probably missing the dummy dlls.

Dummy DLLs?
Title: Re: GroovyMAME 0.180 - Switchres v0.016 alpha 4
Post by: haynor666 on December 08, 2016, 01:44:55 pm
Calamity, are You ereferring to this - http://forum.arcadecontrols.com/index.php/topic,152146.0.html (http://forum.arcadecontrols.com/index.php/topic,152146.0.html) ?
Title: Re: GroovyMAME 0.180 - Switchres v0.016 alpha 4
Post by: oomek on December 08, 2016, 01:51:12 pm
Calamity, are You ereferring to this - http://forum.arcadecontrols.com/index.php/topic,152146.0.html (http://forum.arcadecontrols.com/index.php/topic,152146.0.html) ?

Yup, that's what they are for.
Title: Re: GroovyMAME 0.180 - Switchres v0.016 alpha 4
Post by: RobeeJ on December 11, 2016, 05:54:02 am
Try replacing win->platform_window<SDL_Window*>() by std::static_pointer_cast<sdl_window_info>(win)->platform_window().

Thanks Calamity! Sorry for the delay, been away from my cabinet.

That worked! Was just that line.

R.
Title: Re: GroovyMAME 0.180 - Switchres v0.016 alpha 4
Post by: K-rnivoro on December 13, 2016, 07:26:18 pm
Awesome, thanks for the update Calamity!

I have compiled several flavors with MKChamp's 0.180 suppression patch:

GroovyMame64:

GroovyMame64_0180.016_alpha4_suppression0180 : https://www.mediafire.com/?9egdiv8vklid772 (https://www.mediafire.com/?9egdiv8vklid772)
GroovyMame64_arcade-only_0180.016_alpha4_suppression0180 : http://www.mediafire.com/?dgzfbse8m762onm (http://www.mediafire.com/?dgzfbse8m762onm)

GroovyMame64_0180.016_alpha4_d3d9ex_suppression0180 : https://www.mediafire.com/?o6mxwzze6abnm1m (https://www.mediafire.com/?o6mxwzze6abnm1m)
GroovyMame64_arcade-only_0180.016_alpha4_d3d9ex_suppression0180 : https://www.mediafire.com/?w509scud0i24wwk (https://www.mediafire.com/?w509scud0i24wwk)


GroovyMame32:

GroovyMame32_0180.016_alpha4_suppression0180 : https://www.mediafire.com/?112gyp4qtcqgb6q (https://www.mediafire.com/?112gyp4qtcqgb6q)
GroovyMame32_arcade-only_0180.016_alpha4_suppression0180 : https://www.mediafire.com/?qmx78m3gteo91a1 (https://www.mediafire.com/?qmx78m3gteo91a1)

GroovyMame32_0180.016_alpha4_d3d9ex_suppression0180 : https://www.mediafire.com/?dhpccryuzm6989x (https://www.mediafire.com/?dhpccryuzm6989x)
GroovyMame32_arcade-only_0180.016_alpha4_d3d9ex_suppression0180 : https://www.mediafire.com/?urpehq7mnn2a66g (https://www.mediafire.com/?urpehq7mnn2a66g)

Thanks Keropi!!

Could you recall me the MK Champ's commands for the ini file? I cannot find them anywhere...
Title: Re: GroovyMAME 0.180 - Switchres v0.016 alpha 4
Post by: keropi on December 14, 2016, 02:49:57 am
^ edit your mame.ini , under the "# CORE MISC OPTIONS" section change the "skip_gameinfo" option from 0 to 1
Title: Re: GroovyMAME 0.180 - Switchres v0.016 alpha 4
Post by: K-rnivoro on December 14, 2016, 07:43:43 am
^ edit your mame.ini , under the "# CORE MISC OPTIONS" section change the "skip_gameinfo" option from 0 to 1

Got it!! Thanks!
Title: Re: GroovyMAME 0.180 - Switchres v0.016 alpha 4
Post by: error1 on December 18, 2016, 05:35:46 am
I am incredibly confused about what I'm doing wrong to make all vertical games run at 50-60% speed with sound that jumps up and down in pitch wildly. I am sure it is tied to interlace mode somehow, I saw something similar in horizontal interlaced games but that went away by enabling multithreading. The only thing that seems to help for vertical games is to rotate them 90 degrees so they use a horizontal video mode.

https://www.youtube.com/watch?v=AsUXlaHhmJ0 (https://www.youtube.com/watch?v=AsUXlaHhmJ0)

I'm embarrassed to say It's been like that for a year on my machine, earlier I worked around it by just filtering out all the vertical games from my frontend but I think it's time I asked for help, maybe it's some really easy fix that I'm missing ;)
Title: Re: GroovyMAME 0.180 - Switchres v0.016 alpha 4
Post by: Calamity on December 18, 2016, 01:04:58 pm
I am sure it is tied to interlace mode somehow

Yes, the problem with interlaced modes running at 50% on Windows 7 is well known. That's one of the reasons I recommend HD 5000+ cards for W7 and up. There's a lot of inertia on the web and I keep seeing people buying 4xxx cards. Anyway, as a workaround you can enable -frame_delay (you'll probably see some tearing). Another possibility is using positive sync (check CRT Emudriver 2.0), but that will only work if your monitor accepts it.
Title: Re: GroovyMAME 0.180 - Switchres v0.016 alpha 4
Post by: krick on December 18, 2016, 02:19:10 pm
Yes, the problem with interlaced modes running at 50% on Windows 7 is well known. That's one of the reasons I recommend HD 5000+ cards for W7 and up. There's a lot of inertia on the web and I keep seeing people buying 4xxx cards.

Maybe you should put a bold "Recommended HD 5000+" after the list of Emudriver 2.0 supported cards...

(http://i.imgur.com/4j8v3E1.png)

Or, and I know this is kind of radical, maybe you could REMOVE support for cards below the HD 5000 level from Emudriver 2.0.  It might save you a lot of headaches in the long run.
Title: Re: GroovyMAME 0.180 - Switchres v0.016 alpha 4
Post by: haynor666 on December 18, 2016, 05:02:38 pm
Lots of people are using HD4xxx cards with windows 7.
Title: Re: GroovyMAME 0.180 - Switchres v0.016 alpha 4
Post by: krick on December 18, 2016, 05:37:42 pm
Lots of people are using HD4xxx cards with windows 7.

Can't they just use Emudriver 1.0 with HD 4xxx and under?
Title: Re: GroovyMAME 0.180 - Switchres v0.016 alpha 4
Post by: error1 on December 19, 2016, 01:27:03 am
I think it just needs to be a bit more visible on the various download pages that you will have issues with interlaced video modes with older cards. I had found the discussions about the new models having better pixel clocks and less noisy output, but had missed the fact that these half speed problems were hardware related. I remember windows listed interlaced modes as 30hz on older versions of emudriver so I thought it would work as long as the mode showed 60hz in the OSD

I've ordered a brand new old used HD 6450 from eBay now, eager to see if that solves everything :D
Title: Re: GroovyMAME 0.180 - Switchres v0.016 alpha 4
Post by: Recapnation on December 19, 2016, 03:57:44 pm
So long as there are people finding that the HD-5000 series onwards have added blur against the HD-4000 series when using interlaced modes, there's at least a good reason to keep the legacy support, in my opinion. There're many things indeed that should be more visible or are entirely absent in Eiusdemmodi's doc. pages. The graphics card matter is in the top 3, I'm sure. But it's still a question with no ultimate answer, and we tried to get there as many discussions on the subject as possible so that the readers could at least have some opinions to quickly check. Though I'm more convinced every day that we should explain first and foremost that interlace for gaming beyond a couple of intro scenes is an aberration in this day and age no matter how good your monitor is at that, and that displaying 3 : 4 games in a 4 : 3 set-up is an even bigger aberration which doesn't make much sense for anybody into Groovy MAME. I wonder which is the adjective when you combine them both.
Title: Re: GroovyMAME 0.180 - Switchres v0.016 alpha 4
Post by: u-man on December 20, 2016, 07:18:08 am
Though I'm more convinced every day that we should explain first and foremost that interlace for gaming beyond a couple of intro scenes is an aberration in this day and age no matter how good your monitor is at that, and that displaying 3 : 4 games in a 4 : 3 set-up is an even bigger aberration which doesn't make much sense for anybody into Groovy MAME. I wonder which is the adjective when you combine them both.
Dont know what you are talking here, but there are many games that are interlaced and not only their intro-screen. The main aim of GroovyMAME are CRTs and every CRT is capable of displaying interlaced stuff.
Also why would be tated setups be a aberration?? Not many people have the room or can afford two different cabs/setups and not many can easily rotate a 50kg CRT in their cab (at least they shouldnt try alone).

I wouldnt like to miss those features and i am happy to see much progress for Calamity putting GroovyMAME into baseline MAME, big thumbs for that.
Title: Re: GroovyMAME 0.180 - Switchres v0.016 alpha 4
Post by: R-Typer on December 20, 2016, 07:48:52 am
Though I'm more convinced every day that we should explain first and foremost that interlace for gaming beyond a couple of intro scenes is an aberration in this day and age no matter how good your monitor is at that, and that displaying 3 : 4 games in a 4 : 3 set-up is an even bigger aberration which doesn't make much sense for anybody into Groovy MAME. I wonder which is the adjective when you combine them both.
Dont know what you are talking here, but there are many games that are interlaced and not only their intro-screen. The main aim of GroovyMAME are CRTs and every CRT is capable of displaying interlaced stuff.
Also why would be tated setups be a aberration?? Not many people have the room or can afford two different cabs/setups and not many can easily rotate a 50kg CRT in their cab (at least they shouldnt try alone).

I wouldnt like to miss those features and i am happy to see much progress for Calamity putting GroovyMAME into baseline MAME, big thumbs for that.

I totally agree. I play games in interlaced mode like Crack Down and DoDonPachi because I cannot rotate my 29" Trinitron CRT easily if at all. It would probably break under its heavy weight if I place it in a vertical position.
Title: Re: GroovyMAME 0.180 - Switchres v0.016 alpha 4
Post by: Recapnation on December 20, 2016, 10:54:25 am
Have been rotating 29'' Trinitrons for more than 10 years now. At most, I defocused one due to this repeated-ad-nauseam process. Nothing you can't easily repair or substitute, for that matter. But sure -- not everybody can/wants to do it due to many reasons. That doesn't make of displaying a game for 3 : 4 in a 4 : 3 set anything less than an aberration, though, from any point of view -- visually, mechanically, emotionally, even.


Quote
Dont know what you are talking here, but there are many games that are interlaced and not only their intro-screen.

There are a few, not "many", and, saving very exceptional stuff like some ST-V titles, they respond to a moment when the principles weren't totally set -- that is, American developers doing some experimentation, to put it in kind words. There's a point in emulating all this with an interlaced picture which has to do with purism, nostalgy and whatnot, obviously, I'm not denying that. But since you're asking, I'll also say there's a bigger point in restoring the visual consistency of these games' graphics, much like when we run VGA MS-DOS games designed at 320 x 200 at 15-kHz. And the emulation allows you to do it. Just try, say, MAME's Columns '97 in a 31-kHz CRT and you'll know what I'm talking about here. (Or maybe not.)


Quote
The main aim of GroovyMAME are CRTs and every CRT is capable of displaying interlaced stuff.

So what? Are you missing that there're 24 and 31-kHz (and beyond) CRTs? Anyway, I'd never advocate less features for GM or something (!), don't panic; just encouraging people who went all the way to have a dedicated CRT at home to re-think their habits and their original motivation with the games for a 3 : 4 display.

Title: Re: GroovyMAME 0.180 - Switchres v0.016 alpha 4
Post by: R-Typer on December 20, 2016, 02:18:01 pm
Have been rotating 29'' Trinitrons for more than 10 years now. At most, I defocused one due to this repeated-ad-nauseam process. Nothing you can't easily repair or substitute, for that matter. But sure -- not everybody can/wants to do it due to many reasons.

So it is possible then. Im gonna do that then with one of mine I have in collection.  :D
Title: Re: GroovyMAME 0.180 - Switchres v0.016 alpha 4
Post by: strontium on December 22, 2016, 01:56:09 pm
Hi guys,

Congratulations on this new release, I just wanted to highlight my findings on the testing I have done using the Linux version of Groovymame 1.80.

All my testing worked apart from any of the games that use a mouse (dial, spinner, trackball) etc.. All these titles (Arkanoid, Tempest, Snakepit) seemded to suffer from little to no movement using a mouse device.

Reverting back to 1.71 fixed this so I guess it's something specific to the 1.80 code. I have reported issues with analog movement before on this forum but it was fixed before by Ves so I'm hoping Doozer or Ves can maybe do their thing with this bug.

I'm happy to test with any new versions if that helps, I look forward to hearing your thoughts,
 
Thanks again,

Strontium
Title: Re: GroovyMAME 0.180 - Switchres v0.016 alpha 4
Post by: Sledge on December 22, 2016, 05:59:04 pm
- Windows 7/8/8.1/10-64-bit + CRT Emudriver 2.0 beta (ATI/AMD Radeon HD 2xxx to HD 7xxx).
                   CRT Emudriver download site (ftp courtesy of Abubu) (http://http://geedorah.com/eiusdemmodi/forum/viewtopic.php?id=295)
Hi,
Not sure if anyone noticed, but the link is bad:
extra http:// in there
Title: Re: GroovyMAME 0.180 - Switchres v0.016 alpha 4
Post by: oomek on December 22, 2016, 06:50:06 pm
It's actually the colon missing in the link :)
Title: Re: GroovyMAME 0.180 - Switchres v0.016 alpha 4
Post by: Sledge on December 22, 2016, 10:59:57 pm
It's actually the colon missing in the link :)
that's what i thought originally, but not if you actually look at the link in the source..
(quote the message)

Just wanting to confirm that these would be good for GM/emudriver 2.0??
http://www.gumtree.com.au/s-ad/ferryden-park/components/-10-amd-radeon-5450-graphics-card-512mb-memory-low-profile-/1133626768 (http://www.gumtree.com.au/s-ad/ferryden-park/components/-10-amd-radeon-5450-graphics-card-512mb-memory-low-profile-/1133626768)
Title: Re: GroovyMAME 0.180 - Switchres v0.016 alpha 4
Post by: keropi on December 23, 2016, 09:45:47 am
^ yes it will work just fine provided you can get a VGA signal out of this card
Title: Re: GroovyMAME 0.180 - Switchres v0.016 alpha 4
Post by: Calamity on December 23, 2016, 10:26:03 am
- Windows 7/8/8.1/10-64-bit + CRT Emudriver 2.0 beta (ATI/AMD Radeon HD 2xxx to HD 7xxx).
                   CRT Emudriver download site (ftp courtesy of Abubu) (http://http://geedorah.com/eiusdemmodi/forum/viewtopic.php?id=295)
Hi,
Not sure if anyone noticed, but the link is bad:
extra http:// in there

Fixed  :)
Title: Re: GroovyMAME 0.180 - Switchres v0.016 alpha 4
Post by: Sledge on December 23, 2016, 06:40:13 pm
^ yes it will work just fine provided you can get a VGA signal out of this card
well.. i'd be using a DVI-VGA dongle
EDIT: Just figured out they use DMS-59 which isn't DVI...
So would require buying an extra dongle.. Might as well put that $ to a better suited card
Title: Re: GroovyMAME 0.180 - Switchres v0.016 alpha 4
Post by: krick on December 25, 2016, 01:24:01 pm
EDIT: Just figured out they use DMS-59 which isn't DVI...
So would require buying an extra dongle.. Might as well put that $ to a better suited card

You can sometimes find Sapphire Radeon HD 7750 cards on Ebay for under $50 (set up an automated search).  They're well suited for an arcade cabinet because they're low power parts that don't require the external power connector.  Low power = lower heat.

Here's some that have recently sold on Ebay:  http://www.ebay.com/sch/i.html?_nkw=SAPPHIRE%20Radeon%20HD%207750&LH_Complete=1 (http://www.ebay.com/sch/i.html?_nkw=SAPPHIRE%20Radeon%20HD%207750&LH_Complete=1)
Title: Re: GroovyMAME 0.180 - Switchres v0.016 alpha 4
Post by: Sledge on December 25, 2016, 06:32:31 pm
EDIT: Just figured out they use DMS-59 which isn't DVI...
So would require buying an extra dongle.. Might as well put that $ to a better suited card

You can sometimes find Sapphire Radeon HD 7750 cards on Ebay for under $50 (set up an automated search).  They're well suited for an arcade cabinet because they're low power parts that don't require the external power connector.  Low power = lower heat.

Here's some that have recently sold on Ebay:  http://www.ebay.com/sch/i.html?_nkw=SAPPHIRE%20Radeon%20HD%207750&LH_Complete=1 (http://www.ebay.com/sch/i.html?_nkw=SAPPHIRE%20Radeon%20HD%207750&LH_Complete=1)
Vast majority are full height though... i need low profile
Title: Re: GroovyMAME 0.180 - Switchres v0.016 alpha 4
Post by: keropi on December 26, 2016, 10:51:08 am
^ get a 5450/6450 since they are almost always low profile cards
Title: Re: GroovyMAME 0.181 - Switchres v0.016 alpha 6
Post by: Calamity on December 28, 2016, 02:30:10 pm
GroovyMAME 0.181 is out!

What's new in SwitchRes v0.016 alpha 5 (December 2016)

- Now scaling options are properly re-applied after a resolution switch, for instance when rotating the screen from the internal user interface.

- Dropped the set_focus fix as it's no longer required since SDL 2.0.5 [Doozer].

Title: Re: GroovyMAME 0.181 - Switchres v0.016 alpha 6
Post by: Paradroid on December 28, 2016, 02:47:09 pm
GroovyMAME 0.181 is out!

Woohoo! As always, thanks for your continued efforts! :)
Title: Re: GroovyMAME 0.181 - Switchres v0.016 alpha 6
Post by: keropi on December 28, 2016, 03:16:06 pm
ooohhhhh yiiissss
will there also be a D3D9ex patch as well? edit: double yiissss, I see the patch on the GM download site  :cheers:

as always thanks Calamity for the update!!!  :notworthy:


edit2: Switchres v0.016 alpha 6 is wrong right? alpha 5 is the latest, correct?

edit3 again  ::)
Do I need to use the --binary switch as well when applying the GM patch? because I am getting lots of errors like these:

Code: [Select]
[MINGW64] D:\msys64\src>patch -p0 -E <d:\msys64\gm.diff
(Stripping trailing CRs from patch; use --binary to disable.)
patching file 3rdparty/bgfx/include/bgfx/bgfx.h
(Stripping trailing CRs from patch; use --binary to disable.)
patching file 3rdparty/bgfx/src/bgfx.cpp
(Stripping trailing CRs from patch; use --binary to disable.)
patching file 3rdparty/bgfx/src/bgfx_p.h
(Stripping trailing CRs from patch; use --binary to disable.)
and so on...
Title: Re: GroovyMAME 0.181 - Switchres v0.016 alpha 5
Post by: Calamity on December 28, 2016, 05:02:53 pm
edit2: Switchres v0.016 alpha 6 is wrong right? alpha 5 is the latest, correct?

Yes, fixed.

Quote
Do I need to use the --binary switch as well when applying the GM patch? because I am getting lots of errors like these:

You don't need the --binary switch. Better use the patch tools in the attachment, I keep these ones as a treasure because any other version I've tried is buggy as hell.

Title: Re: GroovyMAME 0.181 - Switchres v0.016 alpha 5
Post by: keropi on December 28, 2016, 05:23:49 pm
Awesome, the "treasure\patch.exe" did the work fine, no more errors/complains. Thanks again Calamity!

...time to make some EXEs  ;D


edit - just in case anyone else faces the same error as me (yes another!) :
MKChamp's suppression patch needs a newer PATCH.EXE as Calamity's one crashes when you try to apply  the suppression patch ... so I just renamed the Calamity PATCH.EXE as PATCH2.EXE (inside /USR/BIN of the MSYSxx directory) and this way you have the new-updated patch.exe for suppression patch and Calamity's patch2.exe for the GM/D3D9ex patches... that was the only way I could succesfully compile on my machine. 
Not a big deal but it seems that there are some changes and one needs both PATCH.EXEs ... :dunno
Title: Re: GroovyMAME 0.181 - Switchres v0.016 alpha 5
Post by: keropi on December 28, 2016, 07:40:42 pm
For now here are for your enjoyment some 64bit executables with MKChamp's suppression patch (32bit ones coming later tomorrow)

GroovyMAME64 D3D9ex version: http://www.mediafire.com/?q5gtnk1wiiz7ncx (http://www.mediafire.com/?q5gtnk1wiiz7ncx)
GroovyMAME64 D3D9ex arcade-only version: http://www.mediafire.com/?6ofsxsyx68n022w (http://www.mediafire.com/?6ofsxsyx68n022w)

GroovyMAME64 version: https://www.mediafire.com/?su6lywrvus80z22 (https://www.mediafire.com/?su6lywrvus80z22)
GroovyMAME64 arcade-only version: https://www.mediafire.com/?y7di2i0yqc8qbb9 (https://www.mediafire.com/?y7di2i0yqc8qbb9)


edit: 32bit executables

GroovyMAME32 D3D9ex version: http://www.mediafire.com/?crq4a11aicoxoc9 (http://www.mediafire.com/?crq4a11aicoxoc9)
GroovyMAME32 D3D9ex arcade-only version: http://www.mediafire.com/?h2vh7ylnqfxdxf5 (http://www.mediafire.com/?h2vh7ylnqfxdxf5)

GroovyMAME32 version: http://www.mediafire.com/?rbam2n26p52pci7 (http://www.mediafire.com/?rbam2n26p52pci7)
GroovyMAME32 arcade-only version: http://www.mediafire.com/?y7di2i0yqc8qbb9 (http://www.mediafire.com/?y7di2i0yqc8qbb9)

Title: Re: GroovyMAME 0.181 - Switchres v0.016 alpha 5
Post by: nikolash on December 29, 2016, 11:26:25 am
Thanks Calamity and Keropi  :applaud:
Title: Re: GroovyMAME 0.181 - Switchres v0.016 alpha 5
Post by: funkycochise on December 29, 2016, 11:29:03 am
thank you guys,  :applaud:

keropi, seems that two first links are inverted.
great job !
Title: Re: GroovyMAME 0.181 - Switchres v0.016 alpha 5
Post by: brad808 on December 29, 2016, 11:59:37 am
Sweet! I haven't updated in a few versions now so I might do an update. Is anyone still updating/supporting groovymame with ASIO driver?
Title: Re: GroovyMAME 0.181 - Switchres v0.016 alpha 5
Post by: keropi on December 29, 2016, 12:57:25 pm
[...]
keropi, seems that two first links are inverted.
great job !

good catch, fixed!  :)
Title: Re: GroovyMAME 0.181 - Switchres v0.016 alpha 5
Post by: RobeeJ on December 30, 2016, 03:56:25 pm
Thanks Calamity as always!

Btw if anyone has trouble compiling this on Linux, this is what I usually do to fix line endings issues:

Code: [Select]
mkdir mame181
cd mame181
unzip ../mame.zip
dos2unix ../0181_groovymame_016_alpha5.diff
dos2unix $(grep 'diff -Nru' ../0181_groovymame_016_alpha5.diff | cut -d ' ' -f 4)
patch -p0 -E < ../0181_groovymame_016_alpha5.diff
make 

Well not character for character, but it should illustrate the point!
Title: Re: GroovyMAME 0.181 - Switchres v0.016 alpha 5
Post by: burn_654 on December 30, 2016, 06:27:35 pm
Hi there Calamity,

Just discovered an issue with GroovyMame 0.180 and 0.181 (d3d9ex builds and normal from your site) that does not seem to appear for me in mainline mame 0.181 - my trackball responds either erratically or not at all in trackball games such as Centipede (centiped) and AmeriDarts (amerdart). Running the exe for GroovyMame 0.179 or official Mame 0.181 solves the issue for me, keeping the same mame.ini

These are the pertinent options in my mame.ini:
Code: [Select]
#
# CORE INPUT OPTIONS
#
coin_lockout              1
ctrlr                     
mouse                     1
joystick                  1
lightgun                  0
multikeyboard             0
multimouse                0
steadykey                 0
ui_active                 0
offscreen_reload          0
joystick_map              auto
joystick_deadzone         0.3
joystick_saturation       0.85
natural                   0
joystick_contradictory    0
coin_impulse              0

#
# CORE INPUT AUTOMATIC ENABLE OPTIONS
#
paddle_device             keyboard
adstick_device            keyboard
pedal_device              keyboard
dial_device               keyboard
trackball_device          mouse
lightgun_device           lightgun
positional_device         keyboard
mouse_device              mouse

Also I see "mouseprovider auto" which I've messed with (apparently it can be set to rawinput, dinput and win3d.) the only setting which changed anything was setting it to dinput but it was acting like it's on a VERY low sensitivity...taking all kinds of spin to move one pixel.

I have tried this in d3d9ex builds and the standard build with the same result - even with a fresh mame.ini (only changing mouse to 1 and trackball_device to mouse, as this allowed gm .179 and official mame .180 on to work normally with my trackball)

I've attached logs for those games running under GM d3d9ex .181
The trackball is a Betson/Imperial using a ps2 mouse hack, with a ps2 to usb converter.

Thanks for any insight!

Title: Re: GroovyMAME 0.181 - Switchres v0.016 alpha 5
Post by: Calamity on December 31, 2016, 11:05:06 am
Just discovered an issue with GroovyMame 0.180 and 0.181 (d3d9ex builds and normal from your site) that does not seem to appear for me in mainline mame 0.181 - my trackball responds either erratically or not at all in trackball games such as Centipede (centiped) and AmeriDarts (amerdart). Running the exe for GroovyMame 0.179 or official Mame 0.181 solves the issue for me, keeping the same mame.in

Thanks for reporting this. I'm almost sure it's due to the "always_poll" patch we added recently. It has always happened, as soon as we introduce a change to reduce latency, the damned trackballs get broken. I'll see what can be done.
Title: Re: GroovyMAME 0.181 - Switchres v0.016 alpha 5
Post by: Doozer on January 02, 2017, 08:56:15 am
Hi,

To fix the line ending issue, you can execute the following command before applying the patch.

Code: [Select]
unix2dos 3rdparty/bgfx/include/bgfx/bgfx.h 3rdparty/bgfx/src/bgfx.cpp 3rdparty/bgfx/src/bgfx_p.h 3rdparty/bgfx/src/config.h 3rdparty/bgfx/src/renderer_d3d11.cpp

Cheers,

Thanks Calamity as always!

Btw if anyone has trouble compiling this on Linux, this is what I usually do to fix line endings issues:

Code: [Select]
mkdir mame181
cd mame181
unzip ../mame.zip
dos2unix ../0181_groovymame_016_alpha5.diff
dos2unix $(grep 'diff -Nru' ../0181_groovymame_016_alpha5.diff | cut -d ' ' -f 4)
patch -p0 -E < ../0181_groovymame_016_alpha5.diff
make

Well not character for character, but it should illustrate the point!
Title: Re: GroovyMAME 0.181 - Switchres v0.016 alpha 5
Post by: jbraconnier on January 02, 2017, 04:40:31 pm
Hello,

someone has compiled a version for retro arch linux 64 with no disclamer messages ?

I've downloaded and tested the last groovymame 0.181 but warning messages are always displayed.

Thanks
Title: Re: GroovyMAME 0.181 - Switchres v0.016 alpha 5
Post by: Doozer on January 03, 2017, 03:38:36 am
Hello,

someone has compiled a version for retro arch linux 64 with no disclamer messages ?

I've downloaded and tested the last groovymame 0.181 but warning messages are always displayed.

Thanks
Indeed, you are right the Linux version on the groovymame google drive does not contain the suppression patch. If you want it, you need to compile groovymame in order to benefit from complete nag screens removal.
Title: Re: GroovyMAME 0.181 - Switchres v0.016 alpha 5
Post by: strontium on January 04, 2017, 02:05:54 am
Hey Calamity, not sure if you missed my response #218 where I reported some issues with 1.80 just wondering as others have mentioned since if this has been resolved in 1.81 and what the latest status is on this issue. Thanks again for such a great release.

Strontium  :applaud:
Title: Re: GroovyMAME 0.181 - Switchres v0.016 alpha 5
Post by: Doozer on January 04, 2017, 03:47:26 am
Hey Calamity, not sure if you missed my response #218 where I reported some issues with 1.80 just wondering as others have mentioned since if this has been resolved in 1.81 and what the latest status is on this issue. Thanks again for such a great release.

Strontium  :applaud:

I will create a specific version without XINPUT which was initially used for wiimote and deal with mouse issues. I will put it on the drive for test. TEll me if this is solving your issues.
Title: Re: GroovyMAME 0.181 - Switchres v0.016 alpha 5
Post by: Calamity on January 04, 2017, 03:54:55 am
I will create a specific version without XINPUT which was initially used for wiimote and deal with mouse issues. I will put it on the drive for test. TEll me if this is solving your issues.

Don't bother doing that, I almost sure it's the "always poll" what broke the spinners.
Title: Re: GroovyMAME 0.181 - Switchres v0.016 alpha 5
Post by: Doozer on January 04, 2017, 06:03:46 am
Don't bother doing that, I almost sure it's the "always poll" what broke the spinners.

No trouble, it is on its way ;-) The file is now on the drive.
Title: Re: GroovyMAME 0.181 - Switchres v0.016 alpha 5
Post by: strontium on January 04, 2017, 08:02:53 am
Hey Doozer and Calamity, thanks for both getting back to me on this so fast. Ok... So I have tested the new file that Doozer uploaded earlier and I'm sorry to say Trackball and spinner functionality is still not working. @Calamity it looks like it must be to do with the "always poll" that you mentioned.

I'll keep my eyes on here and will test anything else that will help confirm if this issue is resolved or not.

Thanks again,

Strontium
Title: Re: GroovyMAME 0.181 - Switchres v0.016 alpha 5
Post by: krick on January 04, 2017, 09:09:04 am
It seems like we might need to have a separate build for games with analog controls.  I'm not sure how that would work for games that have BOTH digital and analog controls, though.
Title: Re: GroovyMAME 0.181 - Switchres v0.016 alpha 5
Post by: haynor666 on January 04, 2017, 09:37:22 am
Bad idea, many people have games on list with analog and digital controls. We already have two builds d3dex and standard and this will complicate groovymame.
Title: Re: GroovyMAME 0.181 - Switchres v0.016 alpha 5
Post by: extrude on January 06, 2017, 05:09:40 am
The different versions confuse me, what version should be used for lowest input lag?

keropi, what is the difference in the "arcade-only" version?

I'm using the regular 1.80 version without any extra parameters or settings in mame.ini, not sure if i should switch to D3D9ex and enable framedelay 1 and multithreading 1 for lower input lag?

When I try the versions with D3D9ex, the screen doesn't stretch automatically horizontally and the games runs at over 600% speed.
Title: Re: GroovyMAME 0.181 - Switchres v0.016 alpha 5
Post by: keropi on January 06, 2017, 12:33:04 pm
I will answer only what I know 100% :)

"arcade-only" is a build that does not have consoles and home-computers in it (MESS is missing in other words and it's like the old days when they were different projects)
multithreading is absent on recent mame versions so the option does nothing anymore. MAME team decided it was not a good thing to have.
D3D9ex version works with less frames in the D3D rendering queue so it has less lag than the normal version. I don't know why you have 600% speed , I suggest you post some logs and settings so someone else or Calamity answer that
Title: Re: GroovyMAME 0.181 - Switchres v0.016 alpha 6
Post by: Calamity on January 07, 2017, 06:39:14 am
What's new in SwitchRes v0.016 alpha 6 (January 2017)

- Attempt at fixing broken spinner/trackball devices while preserving low latency for keyboards and joysticks. Experimental confirmation needed.
Title: Re: GroovyMAME 0.181 - Switchres v0.016 alpha 6
Post by: Doozer on January 07, 2017, 01:42:10 pm
What's new in SwitchRes v0.016 alpha 6 (January 2017)

- Attempt at fixing broken spinner/trackball devices while preserving low latency for keyboards and joysticks. Experimental confirmation needed.

Hi, Does it need to be tested under Linux as well?
Title: Re: GroovyMAME 0.181 - Switchres v0.016 alpha 6
Post by: burn_654 on January 07, 2017, 05:46:39 pm
Alpha 6 (64bit, d3d9ex) solved the Trackball issue for me under Windows 7. :applaud:
Title: Re: GroovyMAME 0.181 - Switchres v0.016 alpha 5
Post by: Doozer on January 08, 2017, 06:58:28 am
Hey Calamity, not sure if you missed my response #218 where I reported some issues with 1.80 just wondering as others have mentioned since if this has been resolved in 1.81 and what the latest status is on this issue. Thanks again for such a great release.

Strontium  :applaud:

Hi strontium,

I have made available the alpha6 Linux build on the drive. I would appreciate if you could kindly give it a try and check if your issue is solved.

Cheers
Title: Re: GroovyMAME 0.181 - Switchres v0.016 alpha 6
Post by: strontium on January 08, 2017, 09:45:05 am
Hey guys, I can confirm that the fix has worked. Massive shout out and thanks from myself and on behalf of the community for the speedy turnaround. Great effort guys  :applaud:

Thanks,

Strontium
Title: Re: GroovyMAME 0.181 - Switchres v0.016 alpha 6
Post by: Calamity on January 08, 2017, 03:03:35 pm
Glad to know it worked. Thanks as always to Doozer for building the Linux binaries.
Title: Re: GroovyMAME 0.181 - Switchres v0.016 alpha 6
Post by: oomek on January 10, 2017, 03:27:00 pm
I've never tried any linux build of mame. Are there any benefits of the linux build in terms of input and audio latency?
Title: Re: GroovyMAME 0.181 - Switchres v0.016 alpha 6
Post by: Doozer on January 10, 2017, 04:12:04 pm
I've never tried any linux build of mame. Are there any benefits of the linux build in terms of input and audio latency?

I will try to answer some of your questions.

audio latency: Linux uses the ALSA architecture for audio output which is almost RT and the audio_latency setting can be set to 1.0 in mame.ini. You have also JACK audio which is RT compliant. But this is not needed to my opinion.

video output: With the proper 15kHz patch, the Linux kernel offers full flexibility in setting any modeline/refresh rate. The kernel handle all ATI driver calls identically for all the card models that support low dot clock. Linux was supporting 6xxx before Windows due to the unicity of the radeon driver.

input lag: Here the situation has never been totally clarified. With devices operating at 1000Hz we can consider that key/joy inputs are processed fast enough to be handled within a unique frame. SDL with open GL is giving the best compromise and mame is build upon this library. Nevertheless, Linux is considered to be alway 2-3 frames behind Windows and is not taking advantage of DirextX related optimisations.

With the recent introduction of the BGFX rendered within mame mainline, mame will be totally agnostic to the way the video is rendered. This allow at the same time some nice shader effects to be introduced within the video processing pipeline (CRT bloom + raster rendering). This could be the next turn in the way switchres will be implemented. I am personally hoping to see the benefits share between both worlds.
Title: Re: GroovyMAME 0.181 - Switchres v0.016 alpha 6
Post by: oomek on January 10, 2017, 04:44:21 pm
Thanks for your comprehensive answer. I believe the only backend available on linux is opengl, which doesn't have any mechanisms reducing frame lag like d3d9ex and dx12. This alone efficiently deters me from even trying it. Still waiting patiently for bgfx to be able to launch mame in dx12 as it would allow for that new borderless true immediate independent flip mode that Microsoft devs are saying should replace exclusive fullscreen and allow to present frames on the next vblank.
Title: Re: GroovyMAME 0.181 - Switchres v0.016 alpha 6
Post by: Doozer on January 11, 2017, 07:30:43 am
Thanks for your comprehensive answer. I believe the only backend available on linux is opengl, which doesn't have any mechanisms reducing frame lag like d3d9ex and dx12. This alone efficiently deters me from even trying it. Still waiting patiently for bgfx to be able to launch mame in dx12 as it would allow for that new borderless true immediate independent flip mode that Microsoft devs are saying should replace exclusive fullscreen and allow to present frames on the next vblank.

SDL supports several backends. MESA (software 3d) is even possible. Open GL standards is not as bad as it sounds, the underlying technology is the same (linked to HW design, pipeline/shader treatments). The layers from the application to the Open GL stack is the critical point, with Linux not as optimized as DirectX can be. You can give groovyArcade live CD a try to make your own opinion.
Title: Re: GroovyMAME 0.181 - Switchres v0.016 alpha 6
Post by: mdd45 on January 11, 2017, 06:25:59 pm
Just tried some sega system-24 games and all boot interlaced. 2 of them are crack down and bonanza bros. I've tried groovymame 0181 and 0177 with same results. Any idea what is wrong?
Title: Re: GroovyMAME 0.181 - Switchres v0.016 alpha 6
Post by: Recapnation on January 11, 2017, 07:43:33 pm
You need a 24-kHz monitor for System 24 games in progressive. Your logs reveal you're on 15 kHz.
Title: Re: GroovyMAME 0.181 - Switchres v0.016 alpha 5
Post by: peterson65 on January 11, 2017, 09:50:49 pm
For now here are for your enjoyment some 64bit executables with MKChamp's suppression patch (32bit ones coming later tomorrow)

GroovyMAME64 D3D9ex version: http://www.mediafire.com/?q5gtnk1wiiz7ncx (http://www.mediafire.com/?q5gtnk1wiiz7ncx)
GroovyMAME64 D3D9ex arcade-only version: http://www.mediafire.com/?6ofsxsyx68n022w (http://www.mediafire.com/?6ofsxsyx68n022w)

GroovyMAME64 version: https://www.mediafire.com/?su6lywrvus80z22 (https://www.mediafire.com/?su6lywrvus80z22)
GroovyMAME64 arcade-only version: https://www.mediafire.com/?y7di2i0yqc8qbb9 (https://www.mediafire.com/?y7di2i0yqc8qbb9)


edit: 32bit executables

GroovyMAME32 D3D9ex version: http://www.mediafire.com/?crq4a11aicoxoc9 (http://www.mediafire.com/?crq4a11aicoxoc9)
GroovyMAME32 D3D9ex arcade-only version: http://www.mediafire.com/?h2vh7ylnqfxdxf5 (http://www.mediafire.com/?h2vh7ylnqfxdxf5)

GroovyMAME32 version: http://www.mediafire.com/?rbam2n26p52pci7 (http://www.mediafire.com/?rbam2n26p52pci7)
GroovyMAME32 arcade-only version: http://www.mediafire.com/?y7di2i0yqc8qbb9 (http://www.mediafire.com/?y7di2i0yqc8qbb9)


any chance of a alpha 6 with MKChamp's suppression patch ? haven't had good luck compiling newer builds
thanks
Title: Re: GroovyMAME 0.181 - Switchres v0.016 alpha 6
Post by: keropi on January 12, 2017, 03:37:36 am
peterson65 which version you need?
Title: Re: GroovyMAME 0.181 - Switchres v0.016 alpha 6
Post by: mdd45 on January 12, 2017, 04:59:20 am
You need a 24-kHz monitor for System 24 games in progressive. Your logs reveal you're on 15 kHz.

I'm indeed using a sony crt with rgb scart. So no 240p with a 15khz on system-24 games.... :-(  thanks for the info.
Title: Re: GroovyMAME 0.181 - Switchres v0.016 alpha 6
Post by: peterson65 on January 12, 2017, 05:39:00 am
peterson65 which version you need?

GroovyMAME64 D3D9ex arcade
thanks
Title: Re: GroovyMAME 0.181 - Switchres v0.016 alpha 6
Post by: Calamity on January 12, 2017, 09:43:57 am
So no 240p with a 15khz on system-24 games.... :-(  thanks for the info.

You can certainly force those games to ran at 240p if that's what you want (it will look like ass).
Title: Re: GroovyMAME 0.181 - Switchres v0.016 alpha 6
Post by: haynor666 on January 12, 2017, 11:06:06 am
I force those games at 496x496 (stretched vertically).
Title: Re: GroovyMAME 0.181 - Switchres v0.016 alpha 6
Post by: keropi on January 12, 2017, 11:24:58 am
GroovyMAME64 D3D9ex arcade
thanks

http://www.mediafire.com/file/pyx7pt98r19p44z/GroovyMame64_arcade-only_0181.016_alpha6_d3d9ex_suppression0181-k.rar (http://www.mediafire.com/file/pyx7pt98r19p44z/GroovyMame64_arcade-only_0181.016_alpha6_d3d9ex_suppression0181-k.rar)
enjoy!
Title: Re: GroovyMAME 0.181 - Switchres v0.016 alpha 6
Post by: peterson65 on January 12, 2017, 11:32:56 am
GroovyMAME64 D3D9ex arcade
thanks

http://www.mediafire.com/file/pyx7pt98r19p44z/GroovyMame64_arcade-only_0181.016_alpha6_d3d9ex_suppression0181-k.rar (http://www.mediafire.com/file/pyx7pt98r19p44z/GroovyMame64_arcade-only_0181.016_alpha6_d3d9ex_suppression0181-k.rar)
enjoy!

THANKS!
Title: Re: GroovyMAME 0.181 - Switchres v0.016 alpha 6
Post by: cbcduna on January 14, 2017, 09:49:39 am
Hi Keropi,

is possible upload the GroovyMAME64 D3D9ex version full?

Thanks in advance....
Title: Re: GroovyMAME 0.181 - Switchres v0.016 alpha 6
Post by: keropi on January 14, 2017, 11:33:47 am
^ here you go :)

http://www.mediafire.com/file/2nhugldf9g57rg5/GroovyMame64_0181.016_alpha6_d3d9ex_suppression0181-k.rar (http://www.mediafire.com/file/2nhugldf9g57rg5/GroovyMame64_0181.016_alpha6_d3d9ex_suppression0181-k.rar)
Title: Re: GroovyMAME 0.181 - Switchres v0.016 alpha 6
Post by: cbcduna on January 14, 2017, 12:46:12 pm
Very thanks mate!!!
Title: Re: GroovyMAME 0.181 - Switchres v0.016 alpha 6
Post by: bent98 on January 15, 2017, 10:52:13 am
I tried both DX and regular builds and my trackball and spinner do not work. I of course did enable them in the mame.ini. Helllllllllp
Title: Re: GroovyMAME 0.181 - Switchres v0.016 alpha 6
Post by: Calamity on January 16, 2017, 10:37:39 am
I tried both DX and regular builds and my trackball and spinner do not work. I of course did enable them in the mame.ini. Helllllllllp

Please provide a full log when reporting issues.
Title: Re: GroovyMAME 0.181 - Switchres v0.016 alpha 6
Post by: bent98 on January 16, 2017, 11:45:41 am
Here you go. included mam.ini and rom log
Title: Re: GroovyMAME 0.181 - Switchres v0.016 alpha 6
Post by: Calamity on January 16, 2017, 12:17:01 pm
Here you go. included mam.ini and rom log

SwitchRes: v0.016_alpha5
Title: Re: GroovyMAME 0.181 - Switchres v0.016 alpha 6
Post by: bent98 on January 16, 2017, 02:03:35 pm
Sorry it doesnt work with alpha 6. Here is log
Title: Re: GroovyMAME 0.181 - Switchres v0.016 alpha 6
Post by: Calamity on January 16, 2017, 02:10:20 pm
Can you identify your spinner in the log?
Title: Re: GroovyMAME 0.181 - Switchres v0.016 alpha 6
Post by: bent98 on January 16, 2017, 02:57:47 pm
the trackball and spinner show up in device manager as HID-compliant mouse. it detects both spinner and trackball as mouse #1 and 2 in the config. The trackball is #1 and spinner is #2

Input: Adding mouse #1: HID-compliant mouse (device id: \\?\HID#Vid_FAFA&Pid_0020#8&7e1a86a&0&0000#{378de44c-56ef-11d1-bc8c-00a0c91405dd})
Input: Adding mouse #2: HID-compliant mouse (device id: \\?\HID#Vid_FAFA&Pid_0060#9&16789a49&0&0000#{378de44c-56ef-11d1-bc8c-00a0c91405dd})
Title: Re: GroovyMAME 0.181 - Switchres v0.016 alpha 6
Post by: Calamity on January 16, 2017, 04:59:50 pm
I assume you have checked that the spinner and trackball work fine with stock MAME. Try changing the input provider for mouse devices in mame.ini. I think you can modify it to direct input, let's see if that fixes it.
Title: Re: GroovyMAME 0.181 - Switchres v0.016 alpha 6
Post by: bent98 on January 16, 2017, 08:10:14 pm
mouseprovider             dinput

did the trick.

Title: Re: GroovyMAME 0.181 - Switchres v0.016 alpha 6
Post by: bent98 on January 16, 2017, 08:26:58 pm
Question, which version of groovymame should I used ? D3d or regularl?
Title: Re: GroovyMAME 0.181 - Switchres v0.016 alpha 6
Post by: Calamity on January 17, 2017, 10:56:36 am
Question, which version of groovymame should I used ? D3d or regularl?

If you're on Windows 7 then the D3D9ex build is what you should use.

I'd appreciate that you tested your spinner with baseline MAME and stock options. The version alpha 6 of GM was supposed to fix the spinners (it did for several users), so I need to know if your issue is specific to GM.
Title: Re: GroovyMAME 0.181 - Switchres v0.016 alpha 6
Post by: mdd45 on January 17, 2017, 11:17:43 am
I force those games at 496x496 (stretched vertically).

What settings i have to change to achieve this?

i have to edit the ProgressiveLinesMin, ProgressiveLinesMax to 496, 496  , like this:
crt_range0  15625-15750, 49.50-65.00, 2.000, 4.700, 8.000, 0.064, 0.192, 1.024, 0, 0, 496, 496, 448, 576     ?

or ihave to create a machinename.ini with resolution 496x496   ?
Title: Re: GroovyMAME 0.181 - Switchres v0.016 alpha 6
Post by: bent98 on January 17, 2017, 09:18:43 pm
Question, which version of groovymame should I used ? D3d or regularl?

If you're on Windows 7 then the D3D9ex build is what you should use.

I'd appreciate that you tested your spinner with baseline MAME and stock options. The version alpha 6 of GM was supposed to fix the spinners (it did for several users), so I need to know if your issue is specific to GM.

Looks like it doesnt work with stock MAME either. I assume there must have been a code change in MAME somewhere as I used to be able to detect them just by setting mame =1 in the mame.ini
Title: Re: GroovyMAME 0.181 - Switchres v0.016 alpha 6
Post by: bent98 on January 17, 2017, 09:20:56 pm
One more thing. Is it possible to add a profile to the CRT Driver/VMmaker for my Bill Labs BL27CBOP-u Quad sync?

Specs

29" DYNA
.68 DOTpitch
1024x768 max resolution
H-FREQ 15-50KHZ
V-FREQ 47-90HZ
Bandwidth 100MHZ
Title: Re: GroovyMAME 0.181 - Switchres v0.016 alpha 6
Post by: R-Typer on January 18, 2017, 01:51:53 pm
I force those games at 496x496 (stretched vertically).

What settings i have to change to achieve this?

i have to edit the ProgressiveLinesMin, ProgressiveLinesMax to 496, 496  , like this:
crt_range0  15625-15750, 49.50-65.00, 2.000, 4.700, 8.000, 0.064, 0.192, 1.024, 0, 0, 496, 496, 448, 576     ?

or ihave to create a machinename.ini with resolution 496x496   ?

+1 This is something I would like to know as well. Why 496x496?
Title: Re: GroovyMAME 0.181 - Switchres v0.016 alpha 6
Post by: haynor666 on January 19, 2017, 03:20:03 am
System 24 originally is using 496x384@57 Hz so with 496x496@57 at least I have integer pixels on horizontal axis (a little less blurry picture). As for 496 vertical it's a matter using as much I can lines for 57Hz. The more lines You have then less visible is artefacting from non integer vertical scalling.

For those with super resolutions 2560x496@ would be fine also.
Title: Re: GroovyMAME 0.181 - Switchres v0.016 alpha 6
Post by: mdd45 on January 19, 2017, 03:17:20 pm
System 24 originally is using 496x384@57 Hz so with 496x496@57 at least I have integer pixels on horizontal axis (a little less blurry picture). As for 496 vertical it's a matter using as much I can lines for 57Hz. The more lines You have then less visible is artefacting from non integer vertical scalling.

For those with super resolutions 2560x496@ would be fine also.

any specific details on how to achieve that? i tried the above settings with no luck.... what exactly are you editing-choosing?
Title: Re: GroovyMAME 0.181 - Switchres v0.016 alpha 6
Post by: Calamity on January 19, 2017, 03:36:37 pm
Just add the -resolution option in a game specific ini.
Title: Re: GroovyMAME 0.181 - Switchres v0.016 alpha 6
Post by: haynor666 on January 19, 2017, 03:51:22 pm
Or for whole driver for example source\segas24.ini
Title: Re: GroovyMAME 0.181 - Switchres v0.016 alpha 6
Post by: R-Typer on January 20, 2017, 11:55:55 am
Thank you Calamity, haynor666!!!    :D :D :D
Title: Re: GroovyMAME 0.181 - Switchres v0.016 alpha 6
Post by: mdd45 on January 23, 2017, 03:34:32 am
Just add the -resolution option in a game specific ini.


by adding:

resolution 496x496@57

at the game ini i only get an error when booting and then interlaced resolution. How is it is even possible to have a 496x496p on a 15khz tv? on arcade osd i only have a 2560x496i @ 57 resolution not a p ......
Title: Re: GroovyMAME 0.181 - Switchres v0.016 alpha 6
Post by: Calamity on January 23, 2017, 04:00:51 pm
by adding:

resolution 496x496@57

at the game ini i only get an error when booting and then interlaced resolution. How is it is even possible to have a 496x496p on a 15khz tv? on arcade osd i only have a 2560x496i @ 57 resolution not a p ......

You get an error because there's no 496x496 mode available in your system. You must create it first with VMMaker before you can select it with GM. 496x496 interlaced is perfectly possible, nobody said it had to be progressive.
Title: Re: GroovyMAME 0.181 - Switchres v0.016 alpha 6
Post by: strontium on January 25, 2017, 04:20:28 am
@Doozer
Request if Doozer reads this, I know you put out the Linux builds on Google Drive and we recently fixed a problem with spinners and trackballs. Is there any way you could put out the fixed version with the hi score and nag screen patches included. Sorry to be a pain and ask. Again many thanks for your work guys  :applaud:
Title: Re: GroovyMAME 0.182 - Switchres v0.016 final
Post by: Calamity on January 25, 2017, 06:49:22 am
What's new in SwitchRes v0.016 final (January 2017)

- Increased granularity of integrated audio resampler, to avoid or reduce over-/underruns due to the use of -syncrefresh with the new PortAudio implementation for low latency audio [intealls].


This one is a big release, due to the integration of the PortAudio module in mainline MAME, contributed by our friend intealls over the initial implementation of R.Belmont.

PortAudio provides low latency audio, with similar results to the ASIO implementation, but without the licensing issues, and the best of all, it's really straightforward to set up.

So for those of you who've been stubbornly sticking to older versions due to the ASIO feature, there's no excuse not to update.

Besides, all known issues with Switchres 0.016 have finally been fixed, so I've labelled this version as "final", seeing that "alpha" in the name was scaring a lot of people for some reason.

I consider this 0.016_final version as stable, and from now on we'll be focusing on 0.017, which is going to involve some important refactoring. Doozer is helping me on the SDL side, so we keep both Linux and Windows features on par.

Notice that version 0.016 most relevant feature is the adaptation of GM to take advantage of the new scaling features contributed by me to mainline MAME during last year. So it's important that everyone gets updated, otherwise you'll be running versions with obsolete features (-cleanstretch), making troubleshooting a pain.

In order to configure the new PortAudio stuff, on Windows, you can use one of these examples:

Code: [Select]
mame64 -sound portaudio -pa_api "Windows WASAPI" -pa_latency 0.003334 -audio_latency 1

or

mame64 -sound portaudio -pa_api "Windows WDM-KS" -pa_latency 0.001 -audio_latency 1

Or better play with the settings at your will. Only caution, from my own experience, is not to set fractional values of -audio_latency below 1 (it makes GM crash here).

Any of the example configurations above makes an immediately noticeable difference on my setup. Enjoy!
Title: Re: GroovyMAME 0.182 - Switchres v0.016 final
Post by: R-Typer on January 25, 2017, 01:05:29 pm
(https://i2.wp.com/100happybirthdaymemes.com/wp-content/uploads/2016/06/cat-meme-218141_w1000-1.jpg)
Title: Re: GroovyMAME 0.182 - Switchres v0.016 final
Post by: pakoman on January 25, 2017, 02:39:54 pm
Good stuff.

It's funny: playing GNG with low latency sound makes more difficult to hear Sir Arthur shooting as the physical sound pressing the button masks the game shoot sound. That didn't happen in 0.181 ;D

Only this works for me (windows 10):
mame64 -sound portaudio -pa_api "Windows WASAPI" -pa_latency 0.003334 -audio_latency 1

Would be this the mame.ini equivalent??:

Code: [Select]
#
# OSD SOUND OPTIONS
#
sound                     portaudio
pa_api                   "Windows WASAPI"
pa_latency              0.003334
audio_latency             1.0

EDIT: yes, that works. I had an outdated mame.ini from who knows what version...

What's new in SwitchRes v0.016 final (January 2017)

I consider this 0.016_final version as stable, and from now on we'll be focusing on 0.017, which is going to involve some important refactoring. Doozer is helping me on the SDL side, so we keep both Linux and Windows features on par.

Notice that version 0.016 most relevant feature is the adaptation of GM to take advantage of the new scaling features contributed by me to mainline MAME during last year. So it's important that everyone gets updated, otherwise you'll be running versions with obsolete features (-cleanstretch), making troubleshooting a pain.


Will be nice to see what's coming next :)
Title: Re: GroovyMAME 0.182 - Switchres v0.016 final
Post by: lettuce on January 25, 2017, 03:17:39 pm
So what does d3d9ex actual bring to the table then?
Title: Re: GroovyMAME 0.182 - Switchres v0.016 final
Post by: RobeeJ on January 25, 2017, 05:03:16 pm
Thanks Calamity! This is my favourite time of the month. New MAME to build!
Title: Re: GroovyMAME 0.182 - Switchres v0.016 final
Post by: strontium on January 26, 2017, 08:21:38 am
Hi Calamity and Doozer, I've found an issue with 181 alpha 6 on the groovyarcade distro / linux GroovyArcade-Arch2016.07.02-i686.iso. The issue is very strange but quite serious. I'll do my best to outline / explain it below.

Fresh install of distro.
copy over the Groovymame alpha 6 binary to /usr/local/bin and rename the old one to .old
Distro boots into attract mode.
Select a game and all keys work as expected and everything plays perfect.
exit game and select same game again or another
game loads to switchres screen or to title screen if your lucky it then looses all keyboard focus / input. The system responds to 0 keyboard input. You can't exit the game or anything. (I've plugged keyboards in in case it was the J-Pac but nothing works)

No matter what I try I can not get this focus back and I have to hard reset / reboot

I tried this with the groovymame binary that is part of the latest distro above I think it is version 1.71 and it does not show any of these problems and works as expected.

Another bit of information, we recently highlighted an issue with the trackball that was fixed with alpha 6 this is still fixed but using the latest distro and the alpha 6 groovymame binary it appears there is a keyboard / input focus issue described above.

I hope all this makes sense, I've tried my best to outline the issue. It is repeatable too, if you install the latest distro, copy across the alpha 6 groovymame binary the steps above cause the issue every time.

Let me know if I can help with any testing or out in any way.

Thanks again for the great work,

Strontium
Title: Re: GroovyMAME 0.182 - Switchres v0.016 final
Post by: strontium on January 26, 2017, 11:41:18 am
OK just a quick update on some testing I have done, this is definitely an issue that seems to start from 180 alpha 4. If I try 179 alpha 2 the keyboard does not loose focus. This bug must also have something to do either with the newer SDL libraries in the latest distro or something else related as 181 alpha 6 was working on an older kernel and distro.

It's a pretty bad one but I'm hoping you guys may understand it quicker knowing that it was introduced around 180.

Thanks again,

Strontium
Title: Re: GroovyMAME 0.182 - Switchres v0.016 final
Post by: Doozer on January 26, 2017, 12:49:07 pm
HI strontium,

The issue you have is coming from the wndow focus not returning to groovymane properly. I have made a patch to groovymame in order o grab focus at each start. At that time, the issue was related to a logic change in the sdl library code. With the latest sdl release thing went back to normal and the patch has been removed from recent groovymame build.

To confirm the issue, check your sdl library version, try to upgrade to latest to fix the issue. I am running version sdl2 2.0.5-2.

You can also use a window manager. It will fix the issue and allow better handling of attract/advmenu switch back and forward with other emulator.
Install openbox window manager and add the following line before the call to the frontend.

edit .xinitrc under /home/arcade/.xinitrc

Add the line:
Code: [Select]
openbox &

Cheers
Title: Re: GroovyMAME 0.182 - Switchres v0.016 final
Post by: strontium on January 26, 2017, 02:28:19 pm
Thanks for the update Doozer, I can confirm that I am running the latest SDL2 version 2.052 and the issue is definitiely there. I'll try the workaround of adding that line to an xinit.rc file now and see if it helps. But I would say that this bug is still present even if the workaround works.

I'll test now and respond with my findings.

Thanks again,

Strontium
Title: Re: GroovyMAME 0.182 - Switchres v0.016 final
Post by: strontium on January 26, 2017, 02:38:22 pm
Hey Doozer, I've tested and can tell you that your suggestion worked. Thanks. Thanks. Thanks. I spent hours looking at that today ha ha. It's funny that without the windowmanager it didn't though.

So openbox is basically getting called with that RC file every time a xorg display is created? and are you saying that makes things just work more smoothly?

Sorry If that's a bit newb but trying to understand Linux a little better.

Thanks again,

Strontium   :applaud:
Title: Re: GroovyMAME 0.182 - Switchres v0.016 final
Post by: keropi on January 26, 2017, 03:22:44 pm
here are some binaries with the suppression patch for the windows people , enjoy!

GroovyMAME64 D3D9ex version: https://www.mediafire.com/?87jz2q3629b2392 (https://www.mediafire.com/?87jz2q3629b2392)
GroovyMAME64 D3D9ex arcade-only version: https://www.mediafire.com/?0w1wxh6cinsyz7d (https://www.mediafire.com/?0w1wxh6cinsyz7d)

GroovyMAME64 version: https://www.mediafire.com/?5162tw23b0i88xk (https://www.mediafire.com/?5162tw23b0i88xk)
GroovyMAME64 arcade-only version: https://www.mediafire.com/?5dsh36937khbbfd (https://www.mediafire.com/?5dsh36937khbbfd)


GroovyMAME32 D3D9ex version: https://www.mediafire.com/?5ab6gl86je061aa (https://www.mediafire.com/?5ab6gl86je061aa)
GroovyMAME32 D3D9ex arcade-only version: https://www.mediafire.com/?0v0tub5r097tsm7 (https://www.mediafire.com/?0v0tub5r097tsm7)

GroovyMAME32 version: https://www.mediafire.com/?k2ldv1k80atauzd (https://www.mediafire.com/?k2ldv1k80atauzd)
GroovyMAME32 arcade-only version: https://www.mediafire.com/?4cj25p9ge7e6xwf (https://www.mediafire.com/?4cj25p9ge7e6xwf)
Title: Re: GroovyMAME 0.182 - Switchres v0.016 final
Post by: strontium on January 26, 2017, 04:44:22 pm
Just tested with the new final 182 version using Doozers advice and adding the openbox & to the xinitrc and can say this works great. No issues as far as I can see using groovymame / linux.

Quick question to @Doozer, is there any chance you could put a version up with the suppression patches for hi and nag included. Also if using linux how do you use these if there compiled in, would you be able to advise on linux specific mame.ini configuration.

Thanks

Strontium
Title: Re: GroovyMAME 0.182 - Switchres v0.016 final
Post by: Doozer on January 26, 2017, 04:49:28 pm

So openbox is basically getting called with that RC file every time a xorg display is created? and are you saying that makes things just work more smoothly?

Well done !

I suggested @ves to include this change to the next groovyarcade release.

You are right, this file is called by startx when the system autologin to the arcade account. You can examine the .bash_profile file too.

gift: the following .bash_profile remove the X cursor during start. The -- is missing in majority of the case.

Code: [Select]
export PATH=/usr/local/bin:/usr/local/sbin:/usr/games/bin:/usr/games/lib:/sbin:/bin:/usr/sbin:/usr/bin
MYTTY=$(tty)
if [ "$MYTTY" = "/dev/tty1" ]; then
    setterm -powerdown 0 -powersave off -blank 0
    startx -- -nocursor -quiet 2>&1 &> /dev/null
    sudo gasetup
fi

Title: Re: GroovyMAME 0.182 - Switchres v0.016 final
Post by: Doozer on January 26, 2017, 04:57:59 pm
Quick question to @Doozer, is there any chance you could put a version up with the suppression patches for hi and nag included. Also if using linux how do you use these if there compiled in, would you be able to advise on linux specific mame.ini configuration.

@calamity What is the guideline with respect to the suppression patch and the google drive? Shall we only keep groovy only patched groovymame files?

The suppression patch does not need any special change to mame.ini. It relies on skip gameinfo option, which must be set to 1. At the moment the patch is not part of my builds.
Title: Re: GroovyMAME 0.182 - Switchres v0.016 final
Post by: Calamity on January 27, 2017, 01:26:21 pm
@calamity What is the guideline with respect to the suppression patch and the google drive? Shall we only keep groovy only patched groovymame files?

I'd rather keep the "supression" builds away from Google drive, so at least we have a chance to be taken seriously by MAMEdev at some point.

I tolerate the links on this thread, maybe because otherwise the builds would be popping up somewhere else anyway, moving relevant discussions away with them.

I confess it feels a bit annoying when people just post to ask for those builds, but I guess there's nothing I can do about it.

Ideally, one should compile his/her own build in order to get those "features" (ideally).

The information screens actually make you smarter.
Title: Re: GroovyMAME 0.182 - Switchres v0.016 final
Post by: Doozer on January 27, 2017, 02:28:20 pm
@calamity What is the guideline with respect to the suppression patch and the google drive? Shall we only keep groovy only patched groovymame files?

I'd rather keep the "supression" builds away from Google drive, so at least we have a chance to be taken seriously by MAMEdev at some point.

I tolerate the links on this thread, maybe because otherwise the builds would be popping up somewhere else anyway, moving relevant discussions away with them.

I confess it feels a bit annoying when people just post to ask for those builds, but I guess there's nothing I can do about it.

Ideally, one should compile his/her own build in order to get those "features" (ideally).

The information screens actually make you smarter.

I share your view and totally agree with you Calamity.

I want also to add that mixing patches is not helping to debug or trace misbehaviours. When people report issues, they should make sure to use mame+groovy only or take a binary build from the drive.
Title: Re: GroovyMAME 0.182 - Switchres v0.016 final
Post by: Sledge on January 27, 2017, 04:17:14 pm
The information screens actually make you smarter.
But do we need to see them EVERY time we start the same game? :)
after the first 20 times it gets a bit tedious
Title: Re: GroovyMAME 0.182 - Switchres v0.016 final
Post by: krick on January 27, 2017, 05:58:07 pm
But do we need to see them EVERY time we start the same game? :)
after the first 20 times it gets a bit tedious

The only one that happens every time is the warning screen when there's known problems with the emulation.  This is to help prevent spurious bug reports.

You can add this in the mame.ini to skip the game info screen...

Code: [Select]
skip_gameinfo             1
Title: Re: GroovyMAME 0.182 - Switchres v0.016 final
Post by: mdd45 on January 27, 2017, 06:43:10 pm
I've just tried 0.182 on my winxp machine. Thanks for this release. Only when using "Windows WDM-KS" groovymame works, even though i haven't checked the latency changes yet, because when escaping game i get a crash with an xp error screen instead of the groovymame game selaction menu. I'm attaching info about the error. When i'm not using portaudio i don't get the crash with 0.1.82. Any ideas whats wrong?
Title: Re: GroovyMAME 0.182 - Switchres v0.016 final
Post by: intealls on January 27, 2017, 07:13:12 pm
Any ideas whats wrong?

You're using Windows XP. Since not even Microsoft is supporting XP any more, you can't really expect the PortAudio developers to.

Having said that, you could try updating/mess around with the audio driver, but the only real solution is to upgrade to Windows 7.
Title: Re: GroovyMAME 0.182 - Switchres v0.016 final
Post by: mdd45 on January 27, 2017, 07:50:52 pm
Any ideas whats wrong?

You're using Windows XP. Since not even Microsoft is supporting XP any more, you can't really expect the PortAudio developers to.

Having said that, you could try updating/mess around with the audio driver, but the only real solution is to upgrade to Windows 7.

I understand, but keep in mind that my groovymame pc is only a Pentium4.... Also on portaudio site i don't see anything about winxp not being supported.
Title: Re: GroovyMAME 0.182 - Switchres v0.016 final
Post by: krick on January 27, 2017, 09:16:41 pm
I understand, but keep in mind that my groovymame pc is only a Pentium4.... Also on portaudio site i don't see anything about winxp not being supported.

Assuming you have a motherboard with an Intel chipset, make sure you have the latest chipset drivers...
http://www.intel.com/content/www/us/en/support/detect.html (http://www.intel.com/content/www/us/en/support/detect.html)

Try installing the full DirectX 9.0c redist package. Check this link. Around 95MB in size.
https://www.microsoft.com/en-us/download/details.aspx?id=8109 (https://www.microsoft.com/en-us/download/details.aspx?id=8109)

Also, make sure you have the latest audio drivers from the audio chipset manufacturer.
Title: Re: GroovyMAME 0.182 - Switchres v0.016 final
Post by: u-man on January 28, 2017, 04:50:53 am
First of all, i want to cherish Calamity and especially intealls for this great release and the portaudio implementation. This is a huge step forward and IMHO one of the best things in a while in official MAME. It sounds so much better now  ;D .
Regarding the nag screens: the devs would not be so picky, if (dumb) people would not have reported so many false bugs at Mametesters.org, without paying attention that they reported already known bugs and ironically the reason was the missing warning screen that would told them, that the game has issues. Please listen to Calamity, when he says "so at least we have a chance to be taken seriously by MAMEdev at some point.". If you are serious into MAME, then take your time and learn how to compile your own version.

It is not that hard, use the Compiler from Headkaze:
http://www.headsoft.com.au/index.php?category=mame&page=mc64 (http://www.headsoft.com.au/index.php?category=mame&page=mc64)
If you still have questions, you can ask him (or other nice people) here in the forum:
http://forum.arcadecontrols.com/index.php/topic,71845.0.html (http://forum.arcadecontrols.com/index.php/topic,71845.0.html)

Also guys, you should really think about, if its always worth to have the latest MAME version. I update my cab setups only once in a year and sometimes not at all.
I recommend this youtube-channel: https://www.youtube.com/watch?v=eouzEmYPsyM (https://www.youtube.com/watch?v=eouzEmYPsyM)
Watch the videos and ask yourself, if its really worth the hassle, to go through downloading new romsets, adding new artwork, extras etc. and updating MAME. Better pay more attention to the really important stuff, that make a difference, like the mentioned portaudio implementation or if you are a LCD user, to any changes of the shader systems HLSL/BGFX or changes to the GUI, like the support of LUA scripts (i.e. no need for patching hiscore diffs) and so on.
Better start playing, instead of always hunting for the latest MAME ;) , just a advice.
Title: Re: GroovyMAME 0.182 - Switchres v0.016 final
Post by: mappy24 on January 28, 2017, 08:05:56 am
Thanks for the new version!  :applaud:

Question: I'm running GroovyMAME 0.180 on the latest 2016 build of GroovyArcade.  If I update GroovyMAME to this latest version is there anything I have to do to take advantage of the new port audio features (or does that only apply to Windows builds)?
Title: Re: GroovyMAME 0.182 - Switchres v0.016 final
Post by: intealls on January 28, 2017, 09:22:37 am
Question: I'm running GroovyMAME 0.180 on the latest 2016 build of GroovyArcade.  If I update GroovyMAME to this latest version is there anything I have to do to take advantage of the new port audio features (or does that only apply to Windows builds)?

Use -sound portaudio and -audio_latency 1, check the log with -v to know the output latency. On my Linux test machine I got 8 ms output latency from the driver, but this can probably vary quite a bit.
Title: Re: GroovyMAME 0.182 - Switchres v0.016 final
Post by: mappy24 on January 28, 2017, 10:41:24 am
I've added -v to the command line arguments for the emulator in attract mode, where does the log file go?  I've looked in /home/arcade but can't see it there  ???
Title: Re: GroovyMAME 0.182 - Switchres v0.016 final
Post by: intealls on January 28, 2017, 01:54:38 pm
I've added -v to the command line arguments for the emulator in attract mode, where does the log file go?  I've looked in /home/arcade but can't see it there  ???

The log is output to stdout. If possible, run mame from a terminal. To be clear, this should only be done if you absolutely want to know what the latency is, in most cases the default PA latency setting is very good.
Title: Re: GroovyMAME 0.182 - Switchres v0.016 final
Post by: mappy24 on January 28, 2017, 02:50:56 pm
Ah, I understand about the log now, thanks.

I've got the following in my mame.ini

Code: [Select]
#
# OSD SOUND OPTIONS
#
sound                     portaudio
audio_latency             1.0

#
# PORTAUDIO OPTIONS
#
pa_api                    none
pa_device                 none
pa_latency                0

I'm confused about the PORTAUDIO OPTIONS section, bearing in mind that this is Groovy Arcade Linux and not Windows, is the above correct?

Other posts on this topic I can find talk about Windows WASAPI  ???

Thanks for all your help!
Title: Re: GroovyMAME 0.182 - Switchres v0.016 final
Post by: intealls on January 28, 2017, 03:44:46 pm
Code: [Select]
#
# OSD SOUND OPTIONS
#
sound                     portaudio
audio_latency             1.0

#
# PORTAUDIO OPTIONS
#
pa_api                    none
pa_device                 none
pa_latency                0

I'm confused about the PORTAUDIO OPTIONS section, bearing in mind that this is Groovy Arcade Linux and not Windows, is the above correct?

No worries, the setting above would on Linux automatically use ALSA with a default low latency setting (which PortAudio calculates). If used with audio_latency 1 you should get good results.

Other posts on this topic I can find talk about Windows WASAPI  ???

For WASAPI, use -pa_api "Windows WASAPI" -pa_latency 0.003334, for WDM-KS use -pa_api "Windows WDM-KS" -pa_latency 0.001. WASAPI is only supported on Windows Vista and up. For XP, WDM-KS might work, but this is not guaranteed in any way.
Title: Re: GroovyMAME 0.182 - Switchres v0.016 final
Post by: mappy24 on January 28, 2017, 03:48:16 pm
Thanks intealls :)
Title: Re: GroovyMAME 0.182 - Switchres v0.016 final
Post by: mdd45 on January 28, 2017, 04:20:18 pm
I understand, but keep in mind that my groovymame pc is only a Pentium4.... Also on portaudio site i don't see anything about winxp not being supported.

Assuming you have a motherboard with an Intel chipset, make sure you have the latest chipset drivers...
http://www.intel.com/content/www/us/en/support/detect.html (http://www.intel.com/content/www/us/en/support/detect.html)

Try installing the full DirectX 9.0c redist package. Check this link. Around 95MB in size.
https://www.microsoft.com/en-us/download/details.aspx?id=8109 (https://www.microsoft.com/en-us/download/details.aspx?id=8109)

Also, make sure you have the latest audio drivers from the audio chipset manufacturer.

I've tried all the above with no luck. I also installed a pci sound blaster audigy 4 with latest creative drivers again with no luck.

booting from dos i'm getting this:

C:\MAME>groovymame sf2.zip

SwitchRes: [sf2.zip] (1) horizontal (384x224@59.637405)->(2560x240@59.637405)
Average speed: 99.99% (12 seconds)

-----------------------------------------------------
Exception at EIP=7C910789 (not found): ACCESS VIOLATION
While attempting to read memory at 0B2AF70D
-----------------------------------------------------
EAX=0000FE00 EBX=003F0000 ECX=00222844 EDX=003F0608
ESI=0B2AF708 EDI=0B230708 EBP=0022278C ESP=00222780
-----------------------------------------------------
Stack crawl:
  0022278C: 7C910789 (wcsncpy+0x01b0)
  00222860: 7C91080B (wcsncpy+0x0232)
  002228A8: 77C2C2DE (free+0x00c3)
  002229B8: 041F05B0 (not found)

C:\MAME>
Title: Re: GroovyMAME 0.182 - Switchres v0.016 final
Post by: intealls on January 28, 2017, 04:44:52 pm
I've tried all the above with no luck. I also installed a pci sound blaster audigy 4 with latest creative drivers again with no luck.

You could try -pa_api "Windows DirectSound" and vary the -pa_latency setting. Start out with -pa_latency 0.100 and go down to for instance -pa_latency 0.016. Find the lowest latency that works. This is probably be the best compromise for your rig, also make sure to use -audio_latency 1.
Title: Re: GroovyMAME 0.182 - Switchres v0.016 final
Post by: mdd45 on January 28, 2017, 05:51:10 pm
I've tried all the above with no luck. I also installed a pci sound blaster audigy 4 with latest creative drivers again with no luck.

You could try -pa_api "Windows DirectSound" and vary the -pa_latency setting. Start out with -pa_latency 0.100 and go down to for instance -pa_latency 0.016. Find the lowest latency that works. This is probably be the best compromise for your rig, also make sure to use -audio_latency 1.

thanks for your help but still the same error.... and i don't have any more ideas....
Title: Re: GroovyMAME 0.182 - Switchres v0.016 final
Post by: intealls on January 28, 2017, 05:59:16 pm
thanks for your help but still the same error.... and i don't have any more ideas....

Very strange, I can put together a debug build which you can try out. I'll PM you with this.
Title: Re: GroovyMAME 0.182 - Switchres v0.016 final
Post by: mdd45 on January 28, 2017, 06:06:41 pm
Thank you!!!!
Title: Re: GroovyMAME 0.182 - Switchres v0.016 final
Post by: m.andrade1 on January 28, 2017, 06:38:41 pm
Hello Guys
I was able to run 0.182b on windows xp 32bits with the config above:
#
# OSD SOUND OPTIONS
#
sound                     portaudio
pa_api                    "Windows WDM-KS"
pa_latency              0
audio_latency          1.0

With pa_latency 0 it runs fine without any sound stuttering and withou crash.
The question is: Does it show any benefit with pa_latency 0 ?

Thanks a lot
Marcos
Title: Re: GroovyMAME 0.182 - Switchres v0.016 final
Post by: krick on January 28, 2017, 08:23:58 pm
I've tried all the above with no luck. I also installed a pci sound blaster audigy 4 with latest creative drivers again with no luck.

Have you tried a clean installation?

Download the latest official MAME package and unzip it into a new folder... C:\MAME0182

http://mamedev.org/release.php (http://mamedev.org/release.php)

Then put the groovymame 0.182 EXE in that folder.

Copy over your ROMs for testing.

Run   C:\MAME0182>groovymame sf2.zip
Title: Re: GroovyMAME 0.182 - Switchres v0.016 final
Post by: Sledge on January 28, 2017, 09:32:12 pm
But do we need to see them EVERY time we start the same game? :)
after the first 20 times it gets a bit tedious

The only one that happens every time is the warning screen when there's known problems with the emulation.  This is to help prevent spurious bug reports.

You can add this in the mame.ini to skip the game info screen...

Code: [Select]
skip_gameinfo             1
Ahh ok.. i thought that was what the 'nonag' was..
my mistake :)
Title: Re: GroovyMAME 0.182 - Switchres v0.016 final
Post by: mdd45 on January 29, 2017, 05:51:33 am
I've tried all the above with no luck. I also installed a pci sound blaster audigy 4 with latest creative drivers again with no luck.

Have you tried a clean installation?

Download the latest official MAME package and unzip it into a new folder... C:\MAME0182

http://mamedev.org/release.php (http://mamedev.org/release.php)

Then put the groovymame 0.182 EXE in that folder.

Copy over your ROMs for testing.

Run   C:\MAME0182>groovymame sf2.zip

i always use a clean install when updating. I have tried also the groovymame.exe and single rom scenario according to intealls instructions with the same results. I have pmed him the results. Something happening when exiting a game and returning to groovymame's built in frontend. When using the same setup and launching from maximus-arcade with 0.0182 with the same portaudio settings on mame.ini i don't get the ntdll.dll error on exiting a game....strange

Title: Re: GroovyMAME 0.182 - Switchres v0.016 final
Post by: nitrone on January 29, 2017, 08:07:35 am
(Sorry for my bad english)

I had the same problem (error on exit).
I had to specify the "pa_device" and it works now ;) gl hf
Title: Re: GroovyMAME 0.182 - Switchres v0.016 final
Post by: intealls on January 29, 2017, 10:26:51 am
I had the same problem (error on exit).
I had to specify the "pa_device" and it works now ;) gl hf

Are you also using Windows XP? Was it the same error (ntdll.dll crash)?

Edit: Also, can everyone please use this thread: http://forum.arcadecontrols.com/index.php/topic,152947.0.html (http://forum.arcadecontrols.com/index.php/topic,152947.0.html) to continue the PortAudio-related discussion?
Title: Re: GroovyMAME 0.182 - Switchres v0.016 final
Post by: haynor666 on January 29, 2017, 11:21:07 am
Here is some info about crash under Windows 7 x64:

Nazwa aplikacji powodującej błąd: groovymame32_182.exe, wersja: 0.182.0.0, sygnatura czasowa: 0x00000000
Nazwa modułu powodującego błąd: ntdll.dll, wersja: 6.1.7601.19135, sygnatura czasowa: 0x56a1c6fa
Kod wyjątku: 0xc0000005
Przesunięcie błędu: 0x00033593
Identyfikator procesu powodującego błąd: 0x3b4
Godzina uruchomienia aplikacji powodującej błąd: 0x01d27a4b6ad54e12
Ścieżka aplikacji powodującej błąd: f:\groovymame32_182.exe
Ścieżka modułu powodującego błąd: C:\Windows\SysWOW64\ntdll.dll
Identyfikator raportu: ad65a768-e63e-11e6-a9ba-74d02bc6b5b6
Title: Re: GroovyMAME 0.182 - Switchres v0.016 final
Post by: mdd45 on January 29, 2017, 01:13:54 pm
(Sorry for my bad english)

I had the same problem (error on exit).
I had to specify the "pa_device" and it works now ;) gl hf

tried different pa_device settings according to my configuration with no luck. Sometimes (but was random) on exiting the game i had no ntdll.dll crash, but  simple exit to desktop istead of groovymame's basic frontend. There was only 2-3 times (completely random) that it managed to reload the gm's frontend after exiting a game.....
Title: Re: GroovyMAME 0.182 - Switchres v0.016 final
Post by: mdd45 on January 29, 2017, 01:15:28 pm
Here is some info about crash under Windows 7 x64:

Nazwa aplikacji powodującej błąd: groovymame32_182.exe, wersja: 0.182.0.0, sygnatura czasowa: 0x00000000
Nazwa modułu powodującego błąd: ntdll.dll, wersja: 6.1.7601.19135, sygnatura czasowa: 0x56a1c6fa
Kod wyjątku: 0xc0000005
Przesunięcie błędu: 0x00033593
Identyfikator procesu powodującego błąd: 0x3b4
Godzina uruchomienia aplikacji powodującej błąd: 0x01d27a4b6ad54e12
Ścieżka aplikacji powodującej błąd: f:\groovymame32_182.exe
Ścieżka modułu powodującego błąd: C:\Windows\SysWOW64\ntdll.dll
Identyfikator raportu: ad65a768-e63e-11e6-a9ba-74d02bc6b5b6

try with    audio_latency             1
Title: Re: GroovyMAME 0.182 - Switchres v0.016 final
Post by: intealls on January 29, 2017, 01:28:07 pm
try with    audio_latency             1

Please use this thread for further PortAudio discussion: http://forum.arcadecontrols.com/index.php/topic,152947.0.html (http://forum.arcadecontrols.com/index.php/topic,152947.0.html)
Title: Re: GroovyMAME 0.182 - Switchres v0.016 final
Post by: joobloo on February 06, 2017, 12:19:33 am
Hey guys,

Running an ancient P4 system here with a Radeon 9600XT on Windows XP32.  Tried running Groovymame .182 but I get a Direct3D error about my card not fully supporting "non-power-of-two textures".  Went back to .179, everything works.  Did some research, looks like this was something that the devs implemented in .180 of Mame.  So, I guess current versions of Groovymame no longer work with Radeon cards prior to the X1000 series.  Too bad, because the X1000 series don't support low pixel clocks.  Just thought I'd share my findings.  All of the old arcade games still run great on .179. 
Title: Re: GroovyMAME 0.182 - Switchres v0.016 final
Post by: ozfalcon on February 06, 2017, 02:13:30 am
Display Frame Count
Not sure if this has been done before - Sorry if so  ;D

This may be useful for anyone capturing video frames for determining input/frame delay.

It's a (very) simple LUA script that displays the frame count on the screen.

Simply unpack and drop into your plugins folder.
(See next post for new revision to download).
Title: Re: GroovyMAME 0.182 - Switchres v0.016 final
Post by: Doozer on February 06, 2017, 07:20:39 am
Display Frame Count
Not sure if this has been done before - Sorry if so  ;D

This may be useful for anyone capturing video frames for determining input/frame delay.

It's a (very) simple LUA script that displays the frame count on the screen.

Simply unpack and drop into your plugins folder.

Hi ozfalcon,

Very good, thank you. I think adding the information about input sate (binary sequence showing input state) could also allow seeing the input lag introduced in the chain. What's your thought on that?
Title: Re: GroovyMAME 0.182 - Switchres v0.016 final
Post by: u-man on February 06, 2017, 08:11:41 am
Hey guys,

Running an ancient P4 system here with a Radeon 9600XT on Windows XP32.  Tried running Groovymame .182 but I get a Direct3D error about my card not fully supporting "non-power-of-two textures".  Went back to .179, everything works.  Did some research, looks like this was something that the devs implemented in .180 of Mame.  So, I guess current versions of Groovymame no longer work with Radeon cards prior to the X1000 series.  Too bad, because the X1000 series don't support low pixel clocks.  Just thought I'd share my findings.  All of the old arcade games still run great on .179.

Yes, the devs invented it, because previous versions slowed down newer cards. So on one side its bad for older cards, but great for newer cards ;) .
I dont know exactly, but i think your described problem should only be a HLSL problem and should not impact Direct3D, but again this is just my 50 cents.
Title: Re: GroovyMAME 0.182 - Switchres v0.016 final
Post by: ozfalcon on February 06, 2017, 09:36:26 pm
Display Frame Count

This may be useful for anyone capturing video frames for determining input/frame delay.

It's a (very) simple LUA script that displays the frame count on the screen.
It also displays Coin 1 Key press data (For evaluating signal delay).
(Credits to crazyc for his Lua Cheat Finder Script & Coin 1 code).
 
Simply unpack and drop into your plugins folder.
(Current version is 0.0.3 - Be sure you are using this one)
(Updated to include DisplayFrameCountCircuit.png)
Title: Re: GroovyMAME 0.182 - Switchres v0.017a
Post by: Calamity on February 08, 2017, 02:23:44 pm
What's new in SwitchRes v0.017a (February 2017)

- Added support for lots of new AMD GPUs & APUs, check CRT Emudriver's site (http://geedorah.com/eiusdemmodi/forum/viewtopic.php?pid=1009) for the required driver update.
Title: Re: GroovyMAME 0.182 - Switchres v0.017a
Post by: Sledge on February 08, 2017, 02:37:43 pm
YAY will check it out on the weekend :)
Title: Re: GroovyMAME 0.182 - Switchres v0.017a
Post by: tom5151 on February 08, 2017, 03:54:15 pm
What's new in SwitchRes v0.017a (February 2017)

- Added support for lots of new AMD GPUs & APUs, check CRT Emudriver's site (http://geedorah.com/eiusdemmodi/forum/viewtopic.php?pid=1009) for the required driver update.
Thanks Calamity for your work  :applaud:
What is the most powerful supported graphic card ? R9 Fury ?
Title: Re: GroovyMAME 0.182 - Switchres v0.017a
Post by: Calamity on February 08, 2017, 04:13:06 pm
What is the most powerful supported graphic card ? R9 Fury ?

Apparently yes, although I'm not an expert on high-end GPUs. Maybe someone with more experience can tell.

I've tested it succesfully with an R9 270X. The nice thing of a big card is you can use high values of frame delay with super resolutions and zero tearing.
Title: Re: GroovyMAME 0.182 - Switchres v0.016 final
Post by: Calamity on February 08, 2017, 05:24:59 pm
Hey guys,

Running an ancient P4 system here with a Radeon 9600XT on Windows XP32.  Tried running Groovymame .182 but I get a Direct3D error about my card not fully supporting "non-power-of-two textures".  Went back to .179, everything works.  Did some research, looks like this was something that the devs implemented in .180 of Mame.  So, I guess current versions of Groovymame no longer work with Radeon cards prior to the X1000 series.  Too bad, because the X1000 series don't support low pixel clocks.  Just thought I'd share my findings.  All of the old arcade games still run great on .179.

You can disable that check in the source and it will work fine. You'll need to compile your own build. If I find some time I'll post a diff.
Title: Re: GroovyMAME 0.182 - Switchres v0.016 final
Post by: Calamity on February 08, 2017, 05:28:50 pm
Display Frame Count

This may be useful for anyone capturing video frames for determining input/frame delay.

This is pretty cool. In the past, I used to add a frame count to the fps display, but this is much better.
Title: Re: GroovyMAME 0.182 - Switchres v0.017a
Post by: rtyp3r on February 08, 2017, 07:14:08 pm
What's new in SwitchRes v0.017a (February 2017)

- Added support for lots of new AMD GPUs & APUs, check CRT Emudriver's site (http://geedorah.com/eiusdemmodi/forum/viewtopic.php?pid=1009) for the required driver update.
Yaaaay!!! Great! Thank you Calamity!!!
Title: Re: GroovyMAME 0.182 - Switchres v0.017a
Post by: tom5151 on February 09, 2017, 02:26:04 am
What's new in SwitchRes v0.017a (February 2017)

- Added support for lots of new AMD GPUs & APUs, check CRT Emudriver's site (http://geedorah.com/eiusdemmodi/forum/viewtopic.php?pid=1009) for the required driver update.
Drivers installed: Radeon HD 7870 XT + win10
So far so good  8)
I still have blurry picture with interlaced modes.
I'm wondering if the new supported cards are affected by this blurriness feeling in interlaced mode  ???
Title: Re: GroovyMAME 0.182 - Switchres v0.017a
Post by: Paradroid on February 09, 2017, 04:04:46 am
SwitchRes v0.017a (February 2017)

Unreal! This is amazing news! :D

Where would we be without you?! Sure, we have a lot to thank the MAME team for but your work bridges the gap between desktop emulation and real cabinets with CRTs.

Thanks again for everything!!! :)
Title: Re: GroovyMAME 0.182 - Switchres v0.017a
Post by: Sledge on February 09, 2017, 04:46:19 am
which would be the best match for windows 7/new drivers/R5-230?
groovymame64_0182.017a_d3d9ex
or
groovymame64_0182.017a

What is the difference, or what is the purpose of the d3d9ex?

It's been a while since i've updated..
Title: Re: GroovyMAME 0.182 - Switchres v0.017a
Post by: Calamity on February 09, 2017, 06:18:01 am
Drivers installed: Radeon HD 7870 XT + win10
So far so good  8)
I still have blurry picture with interlaced modes.
I'm wondering if the new supported cards are affected by this blurriness feeling in interlaced mode  ???

Thanks for testing!

That sarcastically said "blurriness" is here to stay, I'm afraid. It's nothing else than karma taking revenge on a decade of lamers asking "my screen flickers, how can I fix it?"
Title: Re: GroovyMAME 0.182 - Switchres v0.017a
Post by: haynor666 on February 09, 2017, 06:26:18 am

Thanks for testing!

That sarcastically said "blurriness" is here to stay, I'm afraid. It's nothing else than karma taking revenge on a decade of lamers asking "my screen flickers, how can I fix it?"

That's so sad :'(
Title: Re: GroovyMAME 0.182 - Switchres v0.017a
Post by: Calamity on February 09, 2017, 06:27:31 am
which would be the best match for windows 7/new drivers/R5-230?
groovymame64_0182.017a_d3d9ex
or
groovymame64_0182.017a

What is the difference, or what is the purpose of the d3d9ex?

It's been a while since i've updated..

W7 -> d3d9ex

Title: Re: GroovyMAME 0.182 - Switchres v0.017a
Post by: Calamity on February 09, 2017, 06:40:02 am
That's so sad :'(

My friend, if that's so important to you, stop whining and consider helping: https://msdn.microsoft.com/es-es/library/ff551063(v=vs.85).aspx
As I said many times, I don't consider this an issue and won't waste my time on it.
Title: Re: GroovyMAME 0.182 - Switchres v0.017a
Post by: Calamity on February 09, 2017, 06:45:57 am
Unreal! This is amazing news! :D

Thanks mate. It seems we'll have hardware support for the next few years.
Title: Re: GroovyMAME 0.182 - Switchres v0.017a
Post by: pakoman on February 09, 2017, 08:29:12 am
Great news, thanks Calamity. It would be nice to see some testing with those powerful new GCN cards  ;D

For some hardware like Mobility Radeon HD 5000 AMD still has beta Crimson drivers. Should work ok, though. I'll try when I have time.

Title: Re: GroovyMAME 0.182 - Switchres v0.017a
Post by: burn_654 on February 09, 2017, 08:29:43 am
Awesome calamity! Thank you for all your great work.  :applaud:

Is there any advantage to running the 'GCN' version vs. the regular version for cards that overlap both?

It'll be very interesting to see what the best cards are to upgrade to eventually. This should be great for dolphin, pcsx2, demul etc.

As for the blurriness? I'm running a 5830 with 2.0 beta 8 drivers and while there is a very small amount of interlaced blur it wasn't a dealbreaker for me at all.
Title: Re: GroovyMAME 0.182 - Switchres v0.017a
Post by: Recapnation on February 09, 2017, 10:13:26 am
The major issue with "burriness" in my opinion (and in theory) is not so much when you display interlaced modes as such (where indeed, that helps with the flickering), but when you de-interlace at hardware level in order to just get the single scan from double-scanned graphics. Since the two scans are not the same due to the filter, the process is ruined. This doesn't affect GM games, but you can take advantage of it with other emulators (say, Unz) and not few "low-res" games forced at 640 x 480.


Let me remember that there's a place for "donations", since I never see it mentioned here:

http://geedorah.com/eiusdemmodi/forum/viewtopic.php?id=36 (http://geedorah.com/eiusdemmodi/forum/viewtopic.php?id=36)

(It's entirely Calamity's, 'cept for that part Paypal takes...)


Title: Re: GroovyMAME 0.182 - Switchres v0.017a
Post by: Calamity on February 09, 2017, 11:24:30 am
Is there any advantage to running the 'GCN' version vs. the regular version for cards that overlap both?

I'd say there's no overlap. It's either GCN or non-GCN, and each package has different .inf files.
Title: Re: GroovyMAME 0.182 - Switchres v0.017a
Post by: keropi on February 09, 2017, 11:44:26 am
Amazing update! No more searching for 2nd-hand vgas or new budget ones... thanks Calamity!

It makes me wonder what a good vga would be now for GM - not expensive but also packing a punch ... a R7-250 one perhaps?
Title: Re: GroovyMAME 0.182 - Switchres v0.017a
Post by: Calamity on February 09, 2017, 12:52:46 pm
Amazing update! No more searching for 2nd-hand vgas or new budget ones... thanks Calamity!

It makes me wonder what a good vga would be now for GM - not expensive but also packing a punch ... a R7-250 one perhaps?

I've compiled this in a minute checking Amazon and http://www.videocardbenchmark.net/ (http://www.videocardbenchmark.net/)
           
Video cardPassmark
score
Prize in
Amazon
HD 545021234,37 €
HD 6450 23848,99 €
R5 240 65766,55 €
R7 240 96169,55 €
R7 250 140178,21 €


If I had to buy one for a cab now I'd probably choose the R7 240, but just because all the R7 250s I've seen on the internet look too bulky. We need someone with more experience to provide advice about price/value, etc.
Title: Re: GroovyMAME 0.182 - Switchres v0.017a
Post by: Sledge on February 09, 2017, 02:55:38 pm
Amazing update! No more searching for 2nd-hand vgas or new budget ones... thanks Calamity!

It makes me wonder what a good vga would be now for GM - not expensive but also packing a punch ... a R7-250 one perhaps?

If I had to buy one for a cab now I'd probably choose the R7 240, but just because all the R7 250s I've seen on the internet look too bulky. We need someone with more experience to provide advice about price/value, etc.
only reason i went with R5-230 was that it's going into a SFF pc so had to be small...
Haven't had time to check sizings of GCN cards
Title: Re: GroovyMAME 0.182 - Switchres v0.017a
Post by: pakoman on February 09, 2017, 03:30:32 pm
It doesn´t install on Mobility HD5650 windows 10.

Installed over previous CRT Emudriver installation ( beta 8 ) and got an "atikmdag.sys" blue screen error at the middle of the progress bar installation.

However beta 8 works fine.

PS There is no official AMD ATI driver yet for Mobility HD5xxx, it's still beta.
Title: Re: GroovyMAME 0.182 - Switchres v0.017a
Post by: keropi on February 09, 2017, 03:43:05 pm

I've compiled this in a minute checking Amazon and http://www.videocardbenchmark.net/ (http://www.videocardbenchmark.net/)
           
Video cardPassmark
score
Prize in
Amazon
HD 545021234,37 €
HD 6450 23848,99 €
R5 240 65766,55 €
R7 240 96169,55 €
R7 250 140178,21 €


If I had to buy one for a cab now I'd probably choose the R7 240, but just because all the R7 250s I've seen on the internet look too bulky. We need someone with more experience to provide advice about price/value, etc.

What I don't like about the cards like the R7 240 is that they are fanless with really small heatsinks and they mostly have that ribbon extension for the vga port.
250s are more bulky yes but at least most have decent cooling and a proper pcb VGA port.
There is a trend nowdays to omit VGA ports on new above-average gpus, I am pretty sure that entry/office models will have them for a couple of years more but after that all will be digital .

edit:
I forgot to ask the most important question: is there any gain to upgrade the gpu? Do things work better with the R series as opposed to the 5000/6000 ones?
Title: Re: GroovyMAME 0.182 - Switchres v0.017a
Post by: Calamity on February 10, 2017, 04:58:35 am
It doesn´t install on Mobility HD5650 windows 10.

Installed over previous CRT Emudriver installation ( beta 8 ) and got an "atikmdag.sys" blue screen error at the middle of the progress bar installation.

However beta 8 works fine.

PS There is no official AMD ATI driver yet for Mobility HD5xxx, it's still beta.

You shouldn't have installed over beta 8. You're supposed to uninstall the previous version, then install the new one. I'm not saying that's the cause of the issue but definitely I've never installed it that way so I don't know how it behaves.

The new version is based on Crimson beta, indeed:
http://support.amd.com/en-us/kb-articles/Pages/AMD-Radeon-Software-Crimson-Edition-16.2.1-for-Non-GCN-Products-Release-Notes.aspx (http://support.amd.com/en-us/kb-articles/Pages/AMD-Radeon-Software-Crimson-Edition-16.2.1-for-Non-GCN-Products-Release-Notes.aspx)
Title: Re: GroovyMAME 0.182 - Switchres v0.017a
Post by: pakoman on February 10, 2017, 08:00:44 am
It doesn´t install on Mobility HD5650 windows 10.

Installed over previous CRT Emudriver installation ( beta 8 ) and got an "atikmdag.sys" blue screen error at the middle of the progress bar installation.

However beta 8 works fine.

PS There is no official AMD ATI driver yet for Mobility HD5xxx, it's still beta.

You shouldn't have installed over beta 8. You're supposed to uninstall the previous version, then install the new one. I'm not saying that's the cause of the issue but definitely I've never installed it that way so I don't know how it behaves.

The new version is based on Crimson beta, indeed:
http://support.amd.com/en-us/kb-articles/Pages/AMD-Radeon-Software-Crimson-Edition-16.2.1-for-Non-GCN-Products-Release-Notes.aspx (http://support.amd.com/en-us/kb-articles/Pages/AMD-Radeon-Software-Crimson-Edition-16.2.1-for-Non-GCN-Products-Release-Notes.aspx)

I know, rushes are not good... I'll try to revert back to a previous state and even try the unmodified ati crimson driver...maybe that driver doesn't work either. I know my computer is very temperamental with graphics drivers.

It was a USB drive anyway. The internal disk installation is safe :)

BTW can the new Vmmaker be used with previous driver?
Title: Re: GroovyMAME 0.182 - Switchres v0.017a
Post by: Calamity on February 10, 2017, 08:04:43 am
BTW can the new Vmmaker be used with previous driver?

Sure. In fact the old 12.6 based driver is now updated with the new tools included.
Title: Re: GroovyMAME 0.182 - Switchres v0.017a
Post by: pakoman on February 10, 2017, 11:32:31 am
It doesn´t install on Mobility HD5650 windows 10.

Installed over previous CRT Emudriver installation ( beta 8 ) and got an "atikmdag.sys" blue screen error at the middle of the progress bar installation.

However beta 8 works fine.

PS There is no official AMD ATI driver yet for Mobility HD5xxx, it's still beta.

You shouldn't have installed over beta 8. You're supposed to uninstall the previous version, then install the new one. I'm not saying that's the cause of the issue but definitely I've never installed it that way so I don't know how it behaves.

The new version is based on Crimson beta, indeed:
http://support.amd.com/en-us/kb-articles/Pages/AMD-Radeon-Software-Crimson-Edition-16.2.1-for-Non-GCN-Products-Release-Notes.aspx (http://support.amd.com/en-us/kb-articles/Pages/AMD-Radeon-Software-Crimson-Edition-16.2.1-for-Non-GCN-Products-Release-Notes.aspx)

I know, rushes are not good... I'll try to revert back to a previous state and even try the unmodified ati crimson driver...maybe that driver doesn't work either. I know my computer is very temperamental with graphics drivers.

It was a USB drive anyway. The internal disk installation is safe :)

BTW can the new Vmmaker be used with previous driver?

Weird to say at least...

I was going to restore a previous state when everything boots fine and working with the new driver installed, last time I booted was without driver (trying to install beta 9 just gave an error and left the system without video driver).

It's really weird but it seems to work after all... :)  Even old mame and new mame works with the new driver. The only difference is yesterday I unplugged the VGA cable and just used the LCD and today with the VGA cable I'm only using the TV (which is odd because AFAIK my cable does not have the resistances to force monitor detection).

A false case of BSOD...

BTW resolution changes are instant. When using the patched driver and ADL the screen blinks and usb sounds to load a game only if the resolution has not been used before, if it has the card doesn't need to be resetted as no new mode is added. Slower, yes, but just a fraction of a second.
Title: Re: GroovyMAME 0.182 - Switchres v0.017a
Post by: Calamity on February 10, 2017, 12:26:44 pm
Thanks for testing, Pakoman.

Quote
The only difference is yesterday I unplugged the VGA cable and just used the LCD and today with the VGA cable I'm only using the TV (which is odd because AFAIK my cable does not have the resistances to force monitor detection).

The EDID emulation triggers monitor detection (fake). But this should work just the same compared to older version.
Title: Re: GroovyMAME 0.182 - Switchres v0.017a
Post by: pakoman on February 10, 2017, 01:26:13 pm
Yes I know, the EDID should activate the VGA output ALWAYS.

By default I have off the LCD and activated de VGA output. But, even with EDID emulation, if I unplug the VGA cable the only active screen becomes the LCD.

I feel tempted to open the cable to see if it has resistors :D
Title: Re: GroovyMAME 0.182 - Switchres v0.017a
Post by: mdd45 on February 10, 2017, 02:53:51 pm
I did a clean win7 install on an HP laptop with switchable graphics hd3000 and 6770m. Vmmaker doesnt detect ati gpu. New crt_emudriver support switchable graphics?
Title: Re: GroovyMAME 0.182 - Switchres v0.017a
Post by: Calamity on February 10, 2017, 03:18:14 pm
I did a clean win7 install on an HP laptop with switchable graphics hd3000 and 6770m. Vmmaker doesnt detect ati gpu. New crt_emudriver support switchable graphics?

The ATI GPU should be selectable from the video card drop-down menu. However, I'm not sure if it'll work at all, since with switchable graphics it's the Intel GPU the one that rules the crtc (at least that's how it seems to happen with Nvidia).
Title: Re: GroovyMAME 0.182 - Switchres v0.017a
Post by: mdd45 on February 10, 2017, 03:28:30 pm
it is not selectable. Both devices on the drop-down menu are intel HD graphics :-(
Title: Re: GroovyMAME 0.182 - Switchres v0.017a
Post by: strontium on February 13, 2017, 05:35:46 am
I have a question regarding all the new settings in switchres and some observations I have made with different settings. I hope that Calamity or one of the more experianced users on here can explain. So I have been using the latest Groovymame which of course has numerous benefites and enhancments over previous versions but I have had what can only be described as screen tearing or a very mild form of it.

What I mean is that there would be a sort of wave / ripple effect on the screen that could move up or down the screen on most games (rastan, robocop, gigawing, 1944)

This has been frustrating me as I never used to have this so I starting experamenting with the numerous settings in the mame.ini and now I have a stable perfect picture on all games. Let me explain, first it's prob best if I upload my current working mame.ini

Code: [Select]
#
# CORE CONFIGURATION OPTIONS
#
readconfig                1
writeconfig               0

#
# CORE SEARCH PATH OPTIONS
#
rompath                   /home/roms/mame/bios;/home/roms/mame/roms;/home/roms/mame/chds
hashpath                  $HOME/hash
samplepath                /home/roms/mame/samples
artpath                   /home/roms/mame/artwork
ctrlrpath                 /home/roms/mame/ctrlr
inipath                   $HOME/.ume;$HOME;.;$HOME/ini
fontpath                  /home/roms/mame/fonts
cheatpath                 /home/roms/mame/cheat
crosshairpath             /home/roms/mame/crosshair
crosshairpath             $HOME/crosshair
pluginspath               /usr/share/sdlmame/plugins
languagepath              $HOME/language
swpath                    $HOME/software

#
# CORE OUTPUT DIRECTORY OPTIONS
#
cfg_directory             $HOME/cfg
nvram_directory           $HOME/nvram
input_directory           $HOME/inp
state_directory           $HOME/sta
snapshot_directory        $HOME/snap
diff_directory            $HOME/diff
comment_directory         $HOME/comments

#
# CORE STATE/PLAYBACK OPTIONS
#
state                     
autosave                  0
playback                 
record                   
record_timecode           0
exit_after_playback       0
mngwrite                 
aviwrite                 
wavwrite                 
snapname                  %g/%i
snapsize                  auto
snapview                  internal
snapbilinear              1
statename                 %g
burnin                    0

#
# CORE PERFORMANCE OPTIONS
#
autoframeskip             0
frameskip                 0
seconds_to_run            0
throttle                  1
syncrefresh               1
autosync                  0
sleep                     1
speed                     1.0
refreshspeed              0

#
# CORE RENDER OPTIONS
#
keepaspect                1
unevenstretch             1
unevenstretchx            0
unevenstretchy            0
autostretchxy             0
intoverscan               0
intscalex                 0
intscaley                 0

#
# CORE ROTATION OPTIONS
#
rotate                    1
ror                       0
rol                       0
autoror                   0
autorol                   0
flipx                     0
flipy                     0

#
# CORE ARTWORK OPTIONS
#
artwork_crop              1
use_backdrops             0
use_overlays              0
use_bezels                0
use_cpanels               0
use_marquees              0

#
# CORE SCREEN OPTIONS
#
brightness                1.0
contrast                  1.0
gamma                     1.0
pause_brightness          0.65
effect                    none

#
# CORE VECTOR OPTIONS
#
beam_width_min            1.0
beam_width_max            1.0
beam_intensity_weight     0
flicker                   0

#
# CORE SOUND OPTIONS
#
samplerate                48000
samples                   1
volume                    0

#
# CORE INPUT OPTIONS
#
coin_lockout              1
ctrlr                     
mouse                     1
joystick                  1
lightgun                  0
multikeyboard             0
multimouse                0
steadykey                 0
ui_active                 0
offscreen_reload          0
joystick_map              auto
joystick_deadzone         0.3
joystick_saturation       0.85
natural                   0
joystick_contradictory    0
coin_impulse              0

#
# CORE INPUT AUTOMATIC ENABLE OPTIONS
#
paddle_device             keyboard
adstick_device            keyboard
pedal_device              keyboard
dial_device               keyboard
trackball_device          mouse
lightgun_device           mouse
positional_device         keyboard
mouse_device              mouse

#
# CORE DEBUGGING OPTIONS
#
verbose                   0
log                       0
oslog                     0
debug                     0
update_in_pause           0
debugscript               

#
# CORE COMM OPTIONS
#
comm_localhost            0.0.0.0
comm_localport            15112
comm_remotehost           127.0.0.1
comm_remoteport           15112

#
# CORE MISC OPTIONS
#
drc                       1
drc_use_c                 0
drc_log_uml               0
drc_log_native            0
bios                     
cheat                     0
skip_gameinfo             1
uifont                    default
ui                        cabinet
ramsize                   
confirm_quit              0
ui_mouse                  1
autoboot_command         
autoboot_delay            0
autoboot_script           
console                   0
plugins                   1
plugin                    hiscore
noplugin                 
language                  English


#
# CORE SWITCHRES OPTIONS
#
modeline_generation       1
monitor   custom
orientation           horizontal
connector                 auto
interlace                 1
doublescan                1
super_width               2560
changeres                 1
powerstrip                0
lock_system_modes         1
lock_unsupported_modes    1
refresh_dont_care         0
dotclock_min              0
sync_refresh_tolerance    2.0
frame_delay               0
vsync_offset              0
black_frame_insertion     0
modeline                  auto
ps_timing                 auto
lcd_range                 auto
crt_range0                15625-16200, 49.50-65.00, 2.000, 4.700, 8.000, 0.064, 0.160, 1.056, 0, 0, 288, 400
crt_range1                24960-24960, 49.50-65.00, 0.800, 4.000, 3.200, 0.080, 0.200, 1.000, 0, 0, 400, 768
crt_range2                auto
crt_range3                auto
crt_range4                auto
crt_range5                auto
crt_range6                auto
crt_range7                auto
crt_range8                auto
crt_range9                auto

#
# OSD KEYBOARD MAPPING OPTIONS
#
uimodekey                 SCRLOCK

#
# OSD FONT OPTIONS
#
uifontprovider            auto

#
# OSD OUTPUT OPTIONS
#
output                    auto

#
# OSD INPUT OPTIONS
#
keyboardprovider          auto
mouseprovider             auto
lightgunprovider          auto
joystickprovider          auto

#
# OSD DEBUGGING OPTIONS
#
debugger                  auto
debugger_font             auto
debugger_font_size        0
watchdog                  0

#
# OSD PERFORMANCE OPTIONS
#
numprocessors             auto
bench                     0

#
# OSD VIDEO OPTIONS
#
video                     auto
numscreens                1
window                    0
maximize                  1
waitvsync                 1
monitor   polo

#
# OSD PER-WINDOW VIDEO OPTIONS
#
screen                    auto
aspect   auto
resolution                auto
view                      auto
screen0                   auto
aspect0                   auto
resolution0               auto
view0                     auto
screen1                   auto
aspect1                   auto
resolution1               auto
view1                     auto
screen2                   auto
aspect2                   auto
resolution2               auto
view2                     auto
screen3                   auto
aspect3                   auto
resolution3               auto
view3                     auto

#
# OSD FULL SCREEN OPTIONS
#
switchres                 1

#
# OSD ACCELERATED VIDEO OPTIONS
#
filter                    0
prescale                  1

#
# OpenGL-SPECIFIC OPTIONS
#
gl_forcepow2texture       0
gl_notexturerect          0
gl_vbo                    1
gl_pbo                    1
gl_glsl   0
gl_glsl_filter            1
glsl_shader_mame0         none
glsl_shader_mame1         none
glsl_shader_mame2         none
glsl_shader_mame3         none
glsl_shader_mame4         none
glsl_shader_mame5         none
glsl_shader_mame6         none
glsl_shader_mame7         none
glsl_shader_mame8         none
glsl_shader_mame9         none
glsl_shader_screen0       none
glsl_shader_screen1       none
glsl_shader_screen2       none
glsl_shader_screen3       none
glsl_shader_screen4       none
glsl_shader_screen5       none
glsl_shader_screen6       none
glsl_shader_screen7       none
glsl_shader_screen8       none
glsl_shader_screen9       none

#
# OSD SOUND OPTIONS
#
sound                     portaudio
audio_latency             1.0

#
# PORTAUDIO OPTIONS
#
pa_api                    none
pa_device                 default
pa_latency                0.05

#
# BGFX POST-PROCESSING OPTIONS
#
bgfx_path                 bgfx
bgfx_backend              auto
bgfx_debug                0
bgfx_screen_chains        default
bgfx_shadow_mask          slot-mask.png
bgfx_avi_name             auto

#
# SDL PERFORMANCE OPTIONS
#
sdlvideofps               0

#
# SDL VIDEO OPTIONS
#
centerh                   1
centerv                   1
scalemode                 none

#
# SDL FULL SCREEN OPTIONS
#
useallheads               0

#
# SDL KEYBOARD MAPPING
#
keymap                    0
keymap_file               keymap.dat

#
# SDL JOYSTICK MAPPING
#
joy_idx1                  auto
joy_idx2                  auto
joy_idx3                  auto
joy_idx4                  auto
joy_idx5                  auto
joy_idx6                  auto
joy_idx7                  auto
joy_idx8                  auto
sixaxis                   0

#
# SDL MOUSE MAPPING
#
mouse_index1              auto
mouse_index2              auto
mouse_index3              auto
mouse_index4              auto
mouse_index5              auto
mouse_index6              auto
mouse_index7              auto
mouse_index8              auto

#
# SDL KEYBOARD MAPPING
#
keyb_idx1                 auto
keyb_idx2                 auto
keyb_idx3                 auto
keyb_idx4                 auto
keyb_idx5                 auto
keyb_idx6                 auto
keyb_idx7                 auto
keyb_idx8                 auto

#
# SDL LOWLEVEL DRIVER OPTIONS
#
videodriver               auto
renderdriver              auto
audiodriver               auto
gl_lib                    auto

So if I highlight the options that I changed to get a solid no tearing screen and maybe Calamity could explain why this is working and if this has any detrement in terms of latency etc.. to the performance of the emulation?

The main changes were:

changed autosync from 1 to 0 (turned it off)
changed syncrefresh from 0 to 1 (turned it on)
and finally changed waitvsync from 0 to 1 (turned it on) (Make sure this is enabled or you get crazy fast emulation even with throttle enabled)

with these changes I get what seems to be a perfect screen no tearing and in my opinion great emulation performance and no slowdown.

I am using a Polo/2 CRT with this setup and I have a ATI HD 4350 GPU on a Horizontal setup.

Any thoughts on my observations and if there is an even better way to get this output with better performance. Thanks again to Calamity, Ves, Doozer and Inteals and any other developers who keep making this the best solution for old school arcade emulation.

Thanks,

Strontium

Title: Re: GroovyMAME 0.182 - Switchres v0.017a
Post by: Doozer on February 13, 2017, 09:28:01 am
Hi strontium,

Can you check your X server version? I assume you have upgraded to version 1.19.x. It means that you have to add the following to your xorg.conf file inside Section "Device" entry.


Code: [Select]
    Option "ShadowPrimary" "on"


Title: Re: GroovyMAME 0.182 - Switchres v0.017a
Post by: strontium on February 13, 2017, 10:27:56 am
Hey Doozer,

That has indeed solved the issue. With the option you outlined below the tearing has now completely gone using the original settings. So to be clear i changed my mame.ini back to

autosync 1
syncrefresh 0
waitvsync 0

I added to my xorg.conf: Option "ShadowPrimary" "on"

and now all tearing has gone.

My version of Xorg is 1.19.1

Thanks again, I would have never of known about that option without your input.

Strontium
Title: Re: GroovyMAME 0.183 - Switchres v0.017b
Post by: Calamity on February 22, 2017, 10:47:56 am
GroovyMAME 0.183 is out!

What's new in SwitchRes v0.017b (February 2017)

- (Linux) xrandr system executions replaced by libxrandr calls for modeline manipulation. Improved X error handling. Fixed in-game video mode switching [Doozer].
Title: Re: GroovyMAME 0.183 - Switchres v0.017b
Post by: ReelTechnoFreek on February 23, 2017, 05:39:36 am
Thanks as always Calamity!
Title: Re: GroovyMAME 0.183 - Switchres v0.017b
Post by: keropi on February 23, 2017, 10:01:15 am
great news!
Title: Re: GroovyMAME 0.183 - Switchres v0.017b
Post by: RobeeJ on February 24, 2017, 04:18:12 pm
Having problems running the latest GM 183 :( If I create a brand new config and JUST change the monitor to lcd, the monitor loses sync, and GM quits.

If I use a brand new config without this, it runs (I can see it running via a remote viewer) but is again out of sync.

Verbose log file below:

Code: [Select]
SwitchRes: v0.017b, Monitor: lcd, Orientation: horizontal, Modeline generation: enabled
SwitchRes: Using default vfreq range for LCD 59.000000-61.000000
SwitchRes: xrandr version 1.5
SwitchRes: Found output connector 'DVI-I-1'
SwitchRes: Creating automatic specs for LCD based on VESA GTF
SwitchRes: Monitor range 59.00-61.00,59.00-61.00,-nan,-nan,-nan,16.667,50.000,-50.000,0,1,0,0,0,0
SwitchRes: -resolution was set at command line or in .ini file as 0x0@60

SwitchRes: Entering switchres_modeline_setup
SwitchRes: v0.017b:[pacman] Calculating best video mode for 224x288@60.606060 orientation: rotated

SwitchRes: (   1)x(   1)_(60=60.000000Hz)
   rng(0):  224 x   0_60.606060p 0.060606 [fract] scale(1, 1, 1) diff(77.78, 0.00, 0.0000) ratio(1.000, 0.000)

SwitchRes: [pacman] (1) vertical (224x288@60.606060)->(224x0@60.606060)
   rng(0):  224 x   0_60.606060p 0.060606 [fract] scale(1, 1, 1) diff(77.78, 0.00, 0.0000) ratio(1.000, 0.000)
SwitchRes: Modeline "224x0_60 0.060606KHz 60.606060Hz" 0.015030 224 232 240 248 0 1 4 1   -hsync +vsync
Switchres: CRTC 0: mode 0x65, 1600x1200+0+0.
Switchres: xrandr resolution switch error, original mode restored
SwitchRes: Setting option -rotate
SwitchRes: Setting option -noror
SwitchRes: Setting option -noautoror
SwitchRes: Setting option -norol
SwitchRes: Setting option -noautorol
SwitchRes: Setting option -keepaspect
SwitchRes: Setting option -unevenstretch
SwitchRes: Setting option -nounevenstretchx
SwitchRes: Setting option -noblack_frame_insertion
SwitchRes: Setting option -nosyncrefresh
SwitchRes: Setting option -nowaitvsync
SwitchRes: Setting option -filter
Could not initialize SDL No available displays
Title: Re: GroovyMAME 0.183 - Switchres v0.017b
Post by: Killakaze on February 25, 2017, 06:48:19 am
Just wanted to mention that the SAPPHIRE HD 7970 6GB Vapor-X Edition can be added to cards tested and working with crt_emudriver. Thanks for your work Calamity.
Title: Re: GroovyMAME 0.183 - Switchres v0.017b
Post by: keropi on February 25, 2017, 01:18:18 pm
just in case anyone else needs them I have uploaded the D3D9ex x64 binaries that I use with the suppression patch:

http://www.mediafire.com/file/19cu4fgv54fsups/GroovyMame64_0183.017b_d3d9ex_suppression0183-k.rar (http://www.mediafire.com/file/19cu4fgv54fsups/GroovyMame64_0183.017b_d3d9ex_suppression0183-k.rar)
http://www.mediafire.com/file/gdqmv1jrbq5ss58/GroovyMame64_arcade-only_0183.017b_d3d9ex_suppression0183-k.rar (http://www.mediafire.com/file/gdqmv1jrbq5ss58/GroovyMame64_arcade-only_0183.017b_d3d9ex_suppression0183-k.rar)
Title: Re: GroovyMAME 0.183 - Switchres v0.017b
Post by: lettuce on February 25, 2017, 05:08:47 pm
What setting do i need to put in the MAME ini file to enable d3d9ex?, just 'd3d' or 'd3d9ex'?

Also if im using a G-Sync monitor do i need to alter any of the sync settings from their default setting?
Title: Re: GroovyMAME 0.183 - Switchres v0.017b
Post by: Sledge on February 25, 2017, 06:11:52 pm
What setting do i need to put in the MAME ini file to enable d3d9ex?, just 'd3d' or 'd3d9ex'?

Also if im using a G-Sync monitor do i need to alter any of the sync settings from their default setting?
I just used the d3d9ex version and left video auto
Title: Re: GroovyMAME 0.183 - Switchres v0.017b
Post by: keropi on February 27, 2017, 08:06:13 pm
Does the HPET setting on the BIOS affect anything in GroovyMAME or this is a past issue?
Title: Re: GroovyMAME 0.183 - Switchres v0.017b
Post by: edomatic on February 28, 2017, 02:28:56 am

Is there somewhere i could find a comprehensive guide how to install latest groovymame/switchres sdl package on Arch linux with this 15khz package?
That would be the bomb.
 
Title: Re: GroovyMAME 0.183 - Switchres v0.017b
Post by: eldiego on March 07, 2017, 07:10:55 pm
Hi Calamity, can you tell me how i can turn on nonag with gm 0.182? or this option is not more avaliable in gm? i am trying to read all forum but the info is confused for me. Im not read english very well....
Thank you
Title: Re: GroovyMAME 0.183 - Switchres v0.017b
Post by: keropi on March 08, 2017, 02:42:34 am
^  "no nag patch" = "suppression patch" nowdays so just get an executable that suits you, several are posted in this thread
Title: Re: GroovyMAME 0.183 - Switchres v0.017b
Post by: eldiego on March 08, 2017, 11:38:52 am
^  "no nag patch" = "suppression patch" nowdays so just get an executable that suits you, several are posted in this thread


But I am not understanding how to activate the supression patch. I read the whole topic and I can not understand it.
Sorry
Title: Re: GroovyMAME 0.183 - Switchres v0.017b
Post by: keropi on March 09, 2017, 03:07:15 am
^ in mame.ini search for the "skip_gameinfo" option and enable it: "skip_gameinfo 1"
Title: Re: GroovyMAME 0.183 - Switchres v0.017c
Post by: Calamity on March 09, 2017, 01:59:27 pm
What's new in SwitchRes v0.017c (March 2017)

- (Windows) Fixed bug that caused newer video cards to be incorrectly detected as legacy ones. Make sure to match with CRT Tools beta 10+.
Title: Re: GroovyMAME 0.183 - Switchres v0.017b
Post by: keilmillerjr on March 09, 2017, 10:56:33 pm

Is there somewhere i could find a comprehensive guide how to install latest groovymame/switchres sdl package on Arch linux with this 15khz package?
That would be the bomb.

I Groovy arcade (essentially what your 👀 my for) on my Mac using virtual box and couldn't get networking set up it would hang. I tried actually installing it on a pc and networking still did not work and would hang. Groovy Arcade is an amazing idea, but it needs more support! Can't update its software if we can't even connect to it!
Title: Re: GroovyMAME 0.183 - Switchres v0.017c
Post by: edomatic on March 13, 2017, 06:11:25 am
Hi keilmillerjr,

I just posted a how to install from scratch using ubuntu, there is a googledrive link to the document i made

Look for the post  "install guide groovymame 0183 on ubuntu 16.10" i made today.

let me know if you like it ;-)
Title: Re: GroovyMAME 0.183 - Switchres v0.017c
Post by: edomatic on March 13, 2017, 06:34:37 am
Guys,

Anyone have one of these newer radeon cards working with groovymame on Linux?
I am interested to know if the mame naomi games can benefit from the extra power these cards hold, as these games run horribly slow even on my core i7.

I was thinking upgrading to a radeon R7 250 as the price is ok, my current card is radeon R5450.

Would i benefit from that upgrade?
Title: Re: GroovyMAME 0.183 - Switchres v0.017c
Post by: Sledge on March 13, 2017, 07:27:36 am
Which game? Might test it myself when i get to it again..
Title: Re: GroovyMAME 0.183 - Switchres v0.017c
Post by: Calamity on March 13, 2017, 07:37:29 am
I was thinking upgrading to a radeon R7 250 as the price is ok, my current card is radeon R5450.

Would i benefit from that upgrade?

Not in the way that you want. MAME won't use the gpu to accelerate polygons. Not yet.
Title: Re: GroovyMAME 0.183 - Switchres v0.017c
Post by: edomatic on March 13, 2017, 12:53:57 pm
Ok thanks Calamity ;-)
Title: Re: GroovyMAME 0.183 - Switchres v0.017b
Post by: qseventeen on March 14, 2017, 07:30:18 pm
Having problems running the latest GM 183 :( If I create a brand new config and JUST change the monitor to lcd, the monitor loses sync, and GM quits.

If I use a brand new config without this, it runs (I can see it running via a remote viewer) but is again out of sync.

Verbose log file below:

Code: [Select]
SwitchRes: v0.017b, Monitor: lcd, Orientation: horizontal, Modeline generation: enabled
SwitchRes: Using default vfreq range for LCD 59.000000-61.000000
SwitchRes: xrandr version 1.5
SwitchRes: Found output connector 'DVI-I-1'
SwitchRes: Creating automatic specs for LCD based on VESA GTF
SwitchRes: Monitor range 59.00-61.00,59.00-61.00,-nan,-nan,-nan,16.667,50.000,-50.000,0,1,0,0,0,0
SwitchRes: -resolution was set at command line or in .ini file as 0x0@60

SwitchRes: Entering switchres_modeline_setup
SwitchRes: v0.017b:[pacman] Calculating best video mode for 224x288@60.606060 orientation: rotated

SwitchRes: (   1)x(   1)_(60=60.000000Hz)
   rng(0):  224 x   0_60.606060p 0.060606 [fract] scale(1, 1, 1) diff(77.78, 0.00, 0.0000) ratio(1.000, 0.000)

SwitchRes: [pacman] (1) vertical (224x288@60.606060)->(224x0@60.606060)
   rng(0):  224 x   0_60.606060p 0.060606 [fract] scale(1, 1, 1) diff(77.78, 0.00, 0.0000) ratio(1.000, 0.000)
SwitchRes: Modeline "224x0_60 0.060606KHz 60.606060Hz" 0.015030 224 232 240 248 0 1 4 1   -hsync +vsync
Switchres: CRTC 0: mode 0x65, 1600x1200+0+0.
Switchres: xrandr resolution switch error, original mode restored
SwitchRes: Setting option -rotate
SwitchRes: Setting option -noror
SwitchRes: Setting option -noautoror
SwitchRes: Setting option -norol
SwitchRes: Setting option -noautorol
SwitchRes: Setting option -keepaspect
SwitchRes: Setting option -unevenstretch
SwitchRes: Setting option -nounevenstretchx
SwitchRes: Setting option -noblack_frame_insertion
SwitchRes: Setting option -nosyncrefresh
SwitchRes: Setting option -nowaitvsync
SwitchRes: Setting option -filter
Could not initialize SDL No available displays

I ran into this same issue while attempting to upgrade my GroovyArcade with the latest GroovyMAME, 0.183.  0.182 doesn't seem to have the same issue.  I think the key line is this one: SwitchRes: Modeline "224x0_60 0.060606KHz 60.606060Hz" 0.015030 224 232 240 248 0 1 4 1   -hsync +vsync.

It appears to be switching to a resolution of 224 width but of zero height.  The emulation is running fine, I can hear music and play games blind.
Title: Re: GroovyMAME 0.183 - Switchres v0.017c
Post by: Zapf on March 15, 2017, 12:44:44 am
Hi! I'm setting up my old mame machine again with a new front end and I figured I'd update my groovymame setup. Currently is has some version of groovymame in the .17x region I believe, running a radeon hd series videocard to an older 4:3 lcd with support for a lot of refresh rates (but currently fixed at native rez). I was going to get a newer r7 or r9 card so the steam games loaded on it run better, but I'm wondering what I actually need for a full setup like it had before. Do I still need to use powerstrip? can I just use the crt emudriver and get all the custom refresh rates at 1600x1200. Do I need the crt emudriver at all?
Title: Re: GroovyMAME 0.183 - Switchres v0.017b
Post by: Doozer on March 15, 2017, 05:46:10 am

I ran into this same issue while attempting to upgrade my GroovyArcade with the latest GroovyMAME, 0.183.  0.182 doesn't seem to have the same issue.  I think the key line is this one: SwitchRes: Modeline "224x0_60 0.060606KHz 60.606060Hz" 0.015030 224 232 240 248 0 1 4 1   -hsync +vsync.

It appears to be switching to a resolution of 224 width but of zero height.  The emulation is running fine, I can hear music and play games blind.

Indeed, the zero height is not handled by the xrandr library and the fall-back is to restored the original 'desktop' resolution. The emulation should not end but the screen might not get any update until the game is stopped. 

In previous version, the xrandr call was raising an error and no change operated to the screen resolution. Perhaps, this is a needed behaviour to handle the zero height resolutions.

Could someone bring some light to the expected behaviour when the resolution width is zeroed?
Title: Re: GroovyMAME 0.183 - Switchres v0.017b
Post by: Calamity on March 15, 2017, 08:26:04 am
Indeed, the zero height is not handled by the xrandr library and the fall-back is to restored the original 'desktop' resolution. The emulation should not end but the screen might not get any update until the game is stopped. 

In previous version, the xrandr call was raising an error and no change operated to the screen resolution. Perhaps, this is a needed behaviour to handle the zero height resolutions.

Could someone bring some light to the expected behaviour when the resolution width is zeroed?

Zero values should never reach the function. They happen because since last chage the "desktop_res" string in switchres_init_osd is not initialized at all. Initializing it properly with the current desktop size will fix the issue, or even better, just use the numeric width and height values directly inside the "Create automatic specs and force resolution for LCD monitors" block.
Title: Re: GroovyMAME 0.183 - Switchres v0.017c
Post by: Diogo on March 19, 2017, 06:57:34 am
Hello, my name is Diogo and I live in Brazil (google translator)
I would like to thank for this amazing GroovyMame ... I would like to know where I can find a video or a tutorial on installing GroovyMame in Windows 7 (and which frontend they recommend me) ... here in my country has nothing on it .. .
Currently I am using GroovyArcade I want to switch to GroovyMame because I have a problem in GroovyArcade (I can not save the score, I already asked in many forums about it and no solution) ...
I want to use GroovyMame because I heard him very well after the updates ... if anyone here can help me I will be eternally grateful! hugs...

PS- I am using a monitor, a tube, and j-pac with a computer with ati card Radeon 5450 ...
Title: Re: GroovyMAME 0.183 - Switchres v0.017b
Post by: RobeeJ on March 20, 2017, 05:01:12 am
Zero values should never reach the function. They happen because since last chage the "desktop_res" string in switchres_init_osd is not initialized at all. Initializing it properly with the current desktop size will fix the issue, or even better, just use the numeric width and height values directly inside the "Create automatic specs and force resolution for LCD monitors" block.

Now MAME is on github, have you considered putting GM on github? Would make it easy for people to submit patches then!
Title: Re: GroovyMAME 0.183 - Switchres v0.017c
Post by: Calamity on March 20, 2017, 05:11:55 pm
I would like to know where I can find a video or a tutorial on installing GroovyMame in Windows 7

For your HD5450, follow this guide:
http://geedorah.com/eiusdemmodi/forum/viewtopic.php?id=301 (http://geedorah.com/eiusdemmodi/forum/viewtopic.php?id=301)
Title: Re: GroovyMAME 0.183 - Switchres v0.017b
Post by: Calamity on March 20, 2017, 05:21:00 pm
Now MAME is on github, have you considered putting GM on github? Would make it easy for people to submit patches then!

Yes, I use github for my own contributions to baseline (https://github.com/antonioginer/mame). I still have to figure out how to use github in a productive way for GM.
Title: Re: GroovyMAME 0.183 - Switchres v0.017c
Post by: RobeeJ on March 20, 2017, 05:51:43 pm
Yes, I use github for my own contributions to baseline (https://github.com/antonioginer/mame). I still have to figure out how to use github in a productive way for GM.

I would create a GroovyMame branch off master in your branch, and never merge that to master. Then always keep master as a mirror to the mame master and never merge to it in your fork.

I don't think the MAME team is doing particularly good (or any in fact) branch management, so I wouldn't follow their lead. You have a lot of options, I would probably go with something like:

Code: [Select]
master
|
|__groovy-mame (a)
   |__183 (b)
      |__fix-for-xrandr-lcd-issue (c)
   |__184 (b)
|__some-fix-branch-for-main-release-line (d)

(a) is where GM builds are made from, it's always in sync with master (which is syncd with a mame release)
(b) are release branches, which get merged to (a) when tested and ready for release, you would keep them around until the subsequent release, after that you'd tag and close them (if you wanted to keep branch counts low)
(c) if multiple people are contributing to a release in different branches, these are off the release branch, they may originate from (a) when there is no release branch, but they are only ever PR'd to a release branch
(d) are patches meant for mainline mame releases, these are never merged to master, but PR'd to the baseline repo, and then master is syncd when merged

EDIT: You could also just have a new GM repo forked from mame
Title: Re: GroovyMAME 0.183 - Switchres v0.017c
Post by: Calamity on March 20, 2017, 06:37:13 pm
Thanks RobertJ,

You seem to have experience with git, I appreciate that. I'd rather not keeping separate branches for GM releases, maybe just store the diff somewhere as we're doing now and only expose the most recent GM branch (as a branch of my own master, always mirrored from mamedev). Anyway I mostly agree with the idea. The issue for me, however, is with the details on how to implement this in practice. There's a point in each developement cycle where you need to pull from mamedev and merge into your branch (or fetch and rebase). This is where things blow up most of the time, as a silly change in e.g. the window class in baseline will make the merge fail, and you're left on your own with a screwed repository. Here is where experienced users somehow use the git cabala to bring things back in order. I still find easier to do these changes manually without the added complexity of git.
Title: Re: GroovyMAME 0.183 - Switchres v0.017c
Post by: RobeeJ on March 20, 2017, 07:01:08 pm
I do have a fair bit of experience with it through my day job. Actually for most of the issues you describe git is designed to make things easier, but you do have to learn a few tricks and understand how it works before it seems less daunting. This thread is probably not the best place for that, I'm happy to help if you want to consider it though, just drop me a PM.

Git is quite forgiving (well apart from it's syntax sometimes!), pretty much anything can easily be undone, nothing is permanent (aside from a force push sometimes!).
Title: Re: GroovyMAME 0.183 - Switchres v0.017c
Post by: edomatic on March 21, 2017, 04:08:47 pm
Guys i have recently build my arcade on ubuntu 16.10 (made a nice write-up of the process) and i am quiet happy so far with the results, but some final shizel i need to be able to figure out how to do
My setup:
Ubuntu 16.10, MSI Radeon 5450, groovymame 0.183, generic_15 edid is used to drive my Sony BVM 20".
(I did not install any additional video drivers to make it work, like ATI linux drivers)

Now the thing is..games like toki,shadow warriors they look pretty harsh-pixelated

Now, i also have a pi3 with retropie on it and the image is equally harsh there but there is an option in retroarch to enable what is called "bilinear filtering" which smoothens these harsh edges right the way i want it

My question is thus, how do i activate this on linux groovymame?

I attached toki.txt and shadoww.txt verbose output to further clarify my settings used , most is left standard if not all.
 
Title: Re: GroovyMAME 0.183 - Switchres v0.017c
Post by: Paradroid on March 21, 2017, 04:21:37 pm


Now the thing is..games like toki,shadow warriors they look pretty harsh-pixelated

The irony: expenisve BVM is so super-crispy that you want to degrade the signal so it looks like a consumer TV. ;)

Seriously, PVM/BVMs are amazing pieces of technology but a more lo-fi consumer TV actually produces an image more consistent with the monitors arcade cabs actually used.
Title: Re: GroovyMAME 0.183 - Switchres v0.017c
Post by: edomatic on March 21, 2017, 06:24:04 pm
Hey Paradroid

Touché!  >:D
I got mine for a bargain really (meaning got lucky) ,and you are so right, they are too crisp for some of these games but then again near perfect for most thanks to groovymame and RGBS
I too had a consumer screen for a long time before stepping to these sony broadcast screens out of curiosity at first, but once i had one i never looked back
It's not just the crisp but also the color and the scanlines these things produce are amazing, mine is actually a pretty old one, and i am still amazed each day at how it performs after all these years
Title: Re: GroovyMAME 0.183 - Switchres v0.017c
Post by: ozfalcon on March 22, 2017, 05:24:25 am
Guys i have recently build my arcade on ubuntu 16.10 (made a nice write-up of the process) and i am quiet happy so far with the results, but some final shizel i need to be able to figure out how to do
My setup:
Ubuntu 16.10, MSI Radeon 5450, groovymame 0.183, generic_15 edid is used to drive my Sony BVM 20".
(I did not install any additional video drivers to make it work, like ATI linux drivers)

Now the thing is..games like toki,shadow warriors they look pretty harsh-pixelated

Now, i also have a pi3 with retropie on it and the image is equally harsh there but there is an option in retroarch to enable what is called "bilinear filtering" which smoothens these harsh edges right the way i want it

My question is thus, how do i activate this on linux groovymame?

I attached toki.txt and shadoww.txt verbose output to further clarify my settings used , most is left standard if not all.


Simply apply the filter option to enable bilinear filtering.
http://docs.mamedev.org/commandline/sdlconfig.html (http://docs.mamedev.org/commandline/sdlconfig.html)

mame.ini
Code: [Select]
filter     1
Title: Re: GroovyMAME 0.183 - Switchres v0.017c
Post by: edomatic on March 22, 2017, 08:22:22 am
thanks ozfalcon,

i will try that tonight !

i noticed in that link they also mention i could try increasing the prescale option there, but i will need to look into the "increment value" in that case

anyways, i will try tonight ;-)
Title: Re: GroovyMAME 0.183 - Switchres v0.017c
Post by: alex2005 on March 22, 2017, 01:39:47 pm
I am thinkining of upgrading my AcadeVGA 5000, so far from the last GroovyMame release I can see that quite some new ATIs have been added to the supported list.
From these, what are the best options? I would like to have one with VGA output to plug it in my Blast City without any sort of adapters.
I just would like some latter emulators to work more fluently, I guess low resolution wise they would perform mostly the same as the ArcadeVGA?
Title: Re: GroovyMAME 0.183 - Switchres v0.017c
Post by: edomatic on March 22, 2017, 02:21:34 pm
Hi Ozfalcon,

thanks for pointing me to the right direction !  :cheers:

After some fiddling I found out how to do it, it was some trial and error, but now shadow warrior looks exactly how i want it

I only use this setting for a handful of games that are too crisp , which is really a matter of personal taste in the end

Anyway, here's how i did it:

set you main mame.ini to write a game config when it launches a game for first time so it will create the shadoww.ini file in my case :

CORE CONFIGURATION OPTIONS -> writeconfig 1 (default is 0)    (remember to put is back to zero or it will create an ini file for each game you launch)

When you launch the game now it will create the game ini-file , in this case : "shadoww.ini"

I Edited this shadoww.ini and changed these settings:

OSD video options ->video opengl   (default is auto)

OSD PER-WINDOW VIDEO OPTIONS -> changed resolution to double the game resolution so i used 512x448
( this doubling was important as without it on original res, the blur/smoothing caused by the glsl filter was too much for me)

OpenGL-SPECIFIC OPTIONS-> set "gl_glsl" and "gl_glsl_filter" to 1 (default is 0 )



 
Title: Re: GroovyMAME 0.183 - Switchres v0.017c
Post by: Paradroid on March 22, 2017, 10:28:20 pm
I got mine for a bargain really (meaning got lucky) ,and you are so right, they are too crisp for some of these games but then again near perfect for most thanks to groovymame and RGBS

Good work on finding one cheap! Hard to score any PVM/BVM bargains these days. I blame forums like this for that. ;)
Title: Re: GroovyMAME 0.183 - Switchres v0.017c
Post by: edomatic on March 23, 2017, 04:40:45 am
Hey Paradroid,

Yeah i know i was like you too for the longest time,i was just getting over the fact that i would probably never get to see what it looks like on those broadcast monitors from the 90ties but suddenly i got lucky with a compagny in the netherlands that were selling stuff they bought from a bancrupt germany video house, some pvm's and 2 bvm's, i bought the bvm, an old model 2011P and been gaming on it ever since, i know its a sin to activate the bilinear but i really only use it for less then a handful of games, the rest stays true to its origine , otherwise.. why bother with a BVM right ;-)
Title: Re: GroovyMAME 0.183 - Switchres v0.017c
Post by: Calamity on March 23, 2017, 04:49:59 am
Good work on finding one cheap! Hard to score any PVM/BVM bargains these days. I blame forums like this for that. ;)

4chan/vr more specifically :)
Title: Re: GroovyMAME 0.182 - Switchres v0.016 final
Post by: schoeps on April 07, 2017, 03:15:32 pm
But do we need to see them EVERY time we start the same game? :)
after the first 20 times it gets a bit tedious

The only one that happens every time is the warning screen when there's known problems with the emulation.  This is to help prevent spurious bug reports.

You can add this in the mame.ini to skip the game info screen...

Code: [Select]
skip_gameinfo             1
Ahh ok.. i thought that was what the 'nonag' was..
my mistake :)

I can't for the life of me get this to work. Is the only option to compile? Yes, I have RTFM and searched the forums! Thanks all!
Title: Re: GroovyMAME 0.183 - Switchres v0.017c
Post by: keropi on April 07, 2017, 04:31:43 pm
^ you need a "suppression patch" build for this option to work  - I've posted some 0.183 ones in some previous page so you can test
Title: Re: GroovyMAME 0.183 - Switchres v0.017c
Post by: schoeps on April 07, 2017, 04:36:10 pm
^ you need a "suppression patch" build for this option to work  - I've posted some 0.183 ones in some previous page so you can test

after spending several hours researching this, it looks like I'll be compiling. Thanks for taking the time to write a response, I appreciate it!
Title: Re: GroovyMAME 0.183 - Switchres v0.017c
Post by: krick on April 07, 2017, 05:39:02 pm
^ you need a "suppression patch" build for this option to work  - I've posted some 0.183 ones in some previous page so you can test

skip_gameinfo is a feature in baseline MAME.
I just tested this ini option with a clean install of vanilla MAME 0.183 and the "tempest" ROM.  MAME went directly into the game without showing the game info screen.

The "suppression patch" is to hide the game warning screens.  These are shown when there are known problems with the emulation.  They are there to prevent people from posting bug reports for known issues.
Title: Re: GroovyMAME 0.183 - Switchres v0.017c
Post by: schoeps on April 08, 2017, 08:30:51 am
Hi Krick,

Looking to skip the "This Machine has Know Problems" warning.
Title: Re: GroovyMAME 0.183 - Switchres v0.017c
Post by: Doozer on April 13, 2017, 01:06:14 pm

I have uploaded a new version for the LINUX LCD monitor screen issue. The zeroed desktop resolution is now fixed.


Location : google drive
File name : groovymame64_0183.017b_linux_LCD_FIX.tar.bz2
Title: Re: GroovyMAME 0.183 - Switchres v0.017c
Post by: schoeps on April 13, 2017, 01:36:54 pm
Hi Krick,

Looking to skip the "This Machine has Know Problems" warning.

For anyone looking to do this, Mame Compiler Groovy.diff then the suppression patch. Works with 184. Happy to help anyone that needs help, send me a PM.
Title: Re: GroovyMAME 0.183 - Switchres v0.017c
Post by: RobeeJ on April 13, 2017, 01:51:31 pm

I have uploaded a new version for the LINUX LCD monitor screen issue. The zeroed desktop resolution is now fixed.


Thanks Doozer! Is the diff available?

TIA
Title: Re: GroovyMAME 0.183 - Switchres v0.017c
Post by: Doozer on April 13, 2017, 03:57:29 pm
Hi RobertJ

Here is the diff. Two missing lines and you can enjoy 0.184/0.183 groovymame.

Code: [Select]
--- ../../../../groovymame_0.183_64/src/osd/sdl/switchres_sdl.cpp       2017-02-22 17:37:29.348746552 +0100
+++ ../../../../groovymame_0.183_64_dev/src/osd/sdl/switchres_sdl.cpp   2017-04-13 18:49:46.971156441 +0200
@@ -217,6 +217,8 @@
                memset(&current, 0, sizeof(struct modeline));
 
                osd_printf_verbose("SwitchRes: Creating automatic specs for LCD based on VESA GTF\n");
+               current.width= width;
+               current.height = height;
                sscanf(desktop_res, "%dx%d", &current.width, &current.height);
                current.refresh = 60;
                modeline_vesa_gtf(&current);
Title: Re: GroovyMAME 0.183 - Switchres v0.017c
Post by: Doozer on April 13, 2017, 04:05:08 pm
With the agreement from Calamity, I have uploaded a groovymame 0.184 17b Linux built. The lcd fix is included.

Enjoy!
Title: Re: GroovyMAME 0.183 - Switchres v0.017c
Post by: RobeeJ on April 13, 2017, 06:01:52 pm
That's great, thanks a lot!
Title: Re: GroovyMAME 0.183 - Switchres v0.017c
Post by: Doozer on April 14, 2017, 02:44:42 am
That's great, thanks a lot!

I do not have a LCD setup for groovymame tests. Can you please test and report that you can now enjoy GM properly?
Title: Re: GroovyMAME 0.183 - Switchres v0.017c
Post by: RobeeJ on April 14, 2017, 03:31:31 am
I will, but I'm away till Monday, it's on my list of most important things I need to do when I get back! :) So apologies if it takes a few days.
Title: Re: GroovyMAME 0.183 - Switchres v0.017c
Post by: Doozer on April 14, 2017, 04:05:44 am
I will, but I'm away till Monday, it's on my list of most important things I need to do when I get back! :) So apologies if it takes a few days.

No need to apologise, your help is well appreciated. Thank you.
Title: Re: GroovyMAME 0.183 - Switchres v0.017c
Post by: antoniomauro on April 14, 2017, 06:16:28 am
Are diff files for 184 avaible for download as previous releases?
Title: Re: GroovyMAME 0.183 - Switchres v0.017c
Post by: Doozer on April 14, 2017, 07:48:59 am
Are diff files for 184 avaible for download as previous releases?

On Linux, the 0.183 diff can be used with 0.184.
Title: Re: GroovyMAME 0.183 - Switchres v0.017c
Post by: RobeeJ on April 17, 2017, 09:39:47 am
On Linux, the 0.183 diff can be used with 0.184.

Not for me. :( Every file works apart from this one:

Code: [Select]
patching file src/emu/emuopts.cpp
Hunk #1 succeeded at 77 (offset -3 lines).
Hunk #2 FAILED at 109.
Hunk #3 succeeded at 208 with fuzz 2 (offset -3 lines).
1 out of 3 hunks FAILED -- saving rejects to file src/emu/emuopts.cpp.rej
Title: Re: GroovyMAME 0.183 - Switchres v0.017c
Post by: b4nd1t0 on April 18, 2017, 05:25:41 am
some errors for me too  ???
Title: Re: GroovyMAME 0.183 - Switchres v0.017c
Post by: haynor666 on April 18, 2017, 08:24:14 am
On windos does not work as well.
Title: Re: GroovyMAME 0.183 - Switchres v0.017c
Post by: antoniomauro on April 20, 2017, 11:13:10 am
I'll wait for the final diff release!
Title: Re: GroovyMAME 0.183 - Switchres v0.017c
Post by: Rattus on April 27, 2017, 07:09:01 am
Easy question for the pros, I am updating my mame PC to an I5 2.8 CPU tower and taking to opportunity to update my roms and Groovymame to 0.83 at the same time.

So I have started with a fresh install of Win7x64 and I'm about to follow the "Installing CRT Emudriver 2.0 - HD 5450 - Windows 7 - super resolutions" guide but when I unzipped Groovymame there are heaps of different versions and I'm not sure which to use?

My video card is AMD Radeon HD 8570 1GB DDR3 PCIe DVI which has GCN.......I assume I should use the bottom one in the list as that is the latest? groovymame64_0183.017c_d3d9ex

Or should I use the one above it groovymame64_0183.017c from memory "d3d" was previously an option in the INI file, has it now been rolled into mame?
Title: Re: GroovyMAME 0.183 - Switchres v0.017c
Post by: antoniomauro on May 03, 2017, 10:36:43 am
I can see the preconpiled version (linux) but no more diff files to recompile mame as groovymame from source.
Why?
Title: Re: GroovyMAME 0.183 - Switchres v0.017c
Post by: Trnzaddict on May 03, 2017, 06:47:05 pm
I can see the preconpiled version (linux) but no more diff files to recompile mame as groovymame from source.
Why?

Wondering about this as well. Is the last diff compatible with 185? Usually as soon as a new mame version came out Groovymame would be updated right after.
Title: Re: GroovyMAME 0.183 - Switchres v0.017c
Post by: Doozer on May 04, 2017, 05:45:51 am

I am providing a courtesy Linux 64 bit 0.185 build based on the 0.183 diff.
If you want to create your own build, use 0.183 diff. Note that you have to manually fix the emuopts default option value but it is straight forward. Remember, I am speaking Linux, not windows. I do not know if the 0.183 diff is working for compiling Windows 0.185 version.

Cheers!
Title: Re: GroovyMAME 0.183 - Switchres v0.017c
Post by: Diogo on May 05, 2017, 08:40:16 am
Sorry for the mistakes in writing because I live in Brazil ...
I installed crt emudriver on my computer (using the http://geedorah.com (http://geedorah.com) tutorial) and I'm using groovymame, it worked, however,
When I leave some game the screen is serrated and distorted and nothing is filled ... now press the enter key to enter another game and what happens is curious: the arcade monitor disarms and shuts off ... :cry:
Please help me!
PS: I'm using the newer version of J-PAC, windows 7, Radeon HD 6570.
Thank you for the attention you have given me!
Title: Display Frame Count (Version 0.0.4)
Post by: ozfalcon on May 07, 2017, 10:17:07 am
Display Frame Count UPDATE

This may be useful for anyone capturing video frames for determining input/frame delay.

It's a (very) simple LUA script that displays the frame count on the screen.
Asterix "*" length may be changed with full bit values eg. 15,31,63 etc.
It also displays Coin 1 Key press data (For evaluating signal delay).
(Credits to crazyc for his Lua Cheat Finder Script & Coin 1 code).

Simply unpack and drop into your plugins folder.

Frame Count Howto
Included is a very simple LED trigger circuit.
Typically the LED circuit is wired to IPAC Coin 1 input.
Mame/Rom/Plugin are run - Frame count & Coin 1 data is shown.
A high speed camera is setup to capture LED & Screen frame counts.

To calculate frame delay from input to display:
  Frame number at LED light minus The frame number at Coin 1 data change.

(Current version is 0.0.4 - Be sure you are using this one)
Title: Re: GroovyMAME 0.183 - Switchres v0.017c
Post by: ves on May 13, 2017, 03:06:18 am
Hello Doozer,

Have you compiled using the Calamity fix?

Quote
There's a possible workaround. In switchres_sdl, change:

 bool sync_refresh_effective = black_frame_insertion || !(fd == 0 || (best_mode->result.weight & R_V_FREQ_OFF) || best_mode->result.v_scale > 1);

by

 bool sync_refresh_effective = black_frame_insertion || !((best_mode->result.weight & R_V_FREQ_OFF) || best_mode->result.v_scale > 1);
Title: Re: GroovyMAME 0.183 - Switchres v0.017c
Post by: Doozer on May 14, 2017, 05:39:38 am
Hello Doozer,

Have you compiled using the Calamity fix?

Quote
There's a possible workaround. In switchres_sdl, change:

 bool sync_refresh_effective = black_frame_insertion || !(fd == 0 || (best_mode->result.weight & R_V_FREQ_OFF) || best_mode->result.v_scale > 1);

by

 bool sync_refresh_effective = black_frame_insertion || !((best_mode->result.weight & R_V_FREQ_OFF) || best_mode->result.v_scale > 1);

Hi Ves,

No this fix wasn't included until now. I will upload a new binary in a few minutes.
Title: Re: GroovyMAME 0.183 - Switchres v0.017c
Post by: Trnzaddict on May 15, 2017, 01:06:52 pm
Has anybody successfully compiled GM 185 winx64 w/nonag & hi score patches?


I have been trying all morning with the newest build tools and MC and this message pops up:

Code: [Select]

../../../../../3rdparty/bgfx/src/renderer_d3d11.cpp: In member function 'bool bgfx::d3d11::RendererContextD3D11::init()':
../../../../../3rdparty/bgfx/src/renderer_d3d11.cpp:1044:60: error: 'printf' was not declared in this scope
       printf("Unable to set device maximum frame latency\n");
                                                            ^
../../../../../3rdparty/bgfx/src/renderer_d3d11.cpp: In member function 'bool bgfx::d3d11::RendererContextD3D11::switchFullscreenResolution(bgfx::Resolution)':
../../../../../3rdparty/bgfx/src/renderer_d3d11.cpp:2398:107: error: 'printf' was not declared in this scope
    printf("Finding best match for %d x %d @ %d\n", new_mode.m_width, new_mode.m_height, new_mode.m_refresh);
                                                                                                           ^
Compiling src/mame/drivers/funtech.cpp...
Compiling src/mame/drivers/pcat_nit.cpp...
Compiling src/mame/video/starfire.cpp...
make[2]: *** [../../../../mingw-gcc/obj/x64/Release/3rdparty/bgfx/src/renderer_d3d11.o] Error 1
make[1]: *** [bgfx] Error 2
make[1]: *** Waiting for unfinished jobs....


it skips over this, but then it stops at

Code: [Select]
Archiving libatari.a...
make[1]: Leaving directory `C:/buildtools/src/185/build/projects/windows/mamearcade/gmake-mingw64-gcc'
make: *** [windows_x64] Error 2
Finished!
0 Hours 8 Minutes and 59 Seconds Elapsed.

I'm applying
0183_groovymame_017b, then 0183_groovymame_017c in that order.

So do the patches need to be updated?







Title: Re: GroovyMAME 0.183 - Switchres v0.017c
Post by: Calamity on May 15, 2017, 01:41:45 pm
The patches need to be updated. By now you can comment out the "printf" lines, that should allow the compiler to go on, provided there are no other issues.

I've moved to a new place and have been very busy during the last couple of months. Hopefully I can get some free time for this in the next few weeks.

Title: Re: GroovyMAME 0.183 - Switchres v0.017c
Post by: PhoneGuy on May 15, 2017, 10:04:41 pm
I have a D9200.    Setting the monitor type to d9200 seemed fine until launching a vector game.  Games launch but do not look very good. They were running at 800x600.  Possibly some of the later d200s officially supported 800x600 but mine does not. It will run it but from what I have read it will shorten its life. I changed my monitor type to custom and only added the first 3 ranges defined for the D9200 in switchres.  It would be good to have 640x480 and 800x600 D200 selections included.

SwitchRes: v0.017b, Monitor: d9200, Orientation: horizontal, Modeline generation: enabled
SwitchRes: Monitor range 15250.00-16500.00,40.00-80.00,2.187,4.688,6.719,0.190,0.191,1.018,0,0,224,288,448,576
SwitchRes: Monitor range 23900.00-24420.00,40.00-80.00,2.910,3.000,4.440,0.451,0.164,1.148,0,0,384,400,0,0
SwitchRes: Monitor range 31000.00-32000.00,40.00-80.00,0.636,3.813,1.906,0.318,0.064,1.048,0,0,400,512,0,0
SwitchRes: Monitor range 37000.00-38000.00,40.00-80.00,1.000,3.200,2.200,0.020,0.106,0.607,0,0,512,600,0,0

info concerning the D9200 @ 800x600
http://easymamecab.mameworld.info/html/d9200.htm (http://easymamecab.mameworld.info/html/d9200.htm)
Title: Re: GroovyMAME 0.183 - Switchres v0.017b
Post by: Rattus on May 28, 2017, 07:12:42 am
just in case anyone else needs them I have uploaded the D3D9ex x64 binaries that I use with the suppression patch:

http://www.mediafire.com/file/19cu4fgv54fsups/GroovyMame64_0183.017b_d3d9ex_suppression0183-k.rar (http://www.mediafire.com/file/19cu4fgv54fsups/GroovyMame64_0183.017b_d3d9ex_suppression0183-k.rar)
http://www.mediafire.com/file/gdqmv1jrbq5ss58/GroovyMame64_arcade-only_0183.017b_d3d9ex_suppression0183-k.rar (http://www.mediafire.com/file/gdqmv1jrbq5ss58/GroovyMame64_arcade-only_0183.017b_d3d9ex_suppression0183-k.rar)

I'm running GM 0.183 from the link above and I have tried for HOURS to get hiscore saves working with the new plugin files, I have read all the documentation and have edited the mame.ini and plugin.ini and checked the paths but no go. When I run a game and press tab and select the plugins menu the options are blank :(

Is this because the GM I have downloaded doesn't have the hiscore patch compiled?

If so can someone please send me a link to download GM with hiscore support?


Title: Re: GroovyMAME 0.183 - Switchres v0.017c
Post by: RobeeJ on May 28, 2017, 08:20:47 am
There is no high score patch now, it's all in the LUA plugin. You do need the hiscore.dat still though.

Try running MAME with the verbose switch and see if it is launching the plugin and if it is finding the hiscore.dat file.
Title: Re: GroovyMAME 0.183 - Switchres v0.017c
Post by: Rattus on May 29, 2017, 01:44:46 am
There is no high score patch now, it's all in the LUA plugin. You do need the hiscore.dat still though.

Try running MAME with the verbose switch and see if it is launching the plugin and if it is finding the hiscore.dat file.

Thanks RobertJ it was good to have it confirmed that the high score patch was no longer needed, I did some more research and found that I had my folder hierarchy incorrect, all fixed now old and new high score working :)
Title: Re: GroovyMAME 0.183 - Switchres v0.017c
Post by: ozfalcon on May 30, 2017, 06:24:31 am
There is no high score patch now, it's all in the LUA plugin. You do need the hiscore.dat still though.

Try running MAME with the verbose switch and see if it is launching the plugin and if it is finding the hiscore.dat file.

Thanks RobertJ it was good to have it confirmed that the high score patch was no longer needed, I did some more research and found that I had my folder hierarchy incorrect, all fixed now old and new high score working :)

You can also set the location the hi scores are saved by using the "hiscore.ini" file.

example "hiscore.ini"
Code: [Select]
hi_path $HOME/.mame/hi
dat_path $HOME/my/hiscore/data/path

Only hi_path is currently used (Hi Score save location).

The dat_path (dat file) is looked for in the current directory and then in the hiscore plugin directory.
You could enable the dat_path by uncommenting line #51 in the hiscore lua script (init.lua).
 
Title: Re: GroovyMAME 0.183 - Switchres v0.017c
Post by: Doozer on May 31, 2017, 03:27:03 pm
Linux users, you have a 0.186 groovymame binary available on the google drive. Enjoy!
Title: Re: GroovyMAME 0.183 - Switchres v0.017c
Post by: antoniomauro on June 01, 2017, 09:17:45 am
Linux users, you have a 0.186 groovymame binary available on the google drive. Enjoy!

Could you share the diff file, please?
Title: Re: GroovyMAME 0.183 - Switchres v0.017c
Post by: Doozer on June 01, 2017, 10:52:36 am
Linux users, you have a 0.186 groovymame binary available on the google drive. Enjoy!

Could you share the diff file, please?

The diff is the groovymame 0.183 patchset and already on the drive (). As  already mentioned, this is only quick update provided until Calamity releases a real version increment. No modification or new feature have been added since 17b/17c on Linux code portion.
Title: Re: GroovyMAME 0.183 - Switchres v0.017c
Post by: antoniomauro on June 05, 2017, 05:21:07 am
I'll try to compile on win32
Title: Re: GroovyMAME 0.183 - Switchres v0.017c
Post by: b4nd1t0 on June 05, 2017, 08:44:06 am
i've tryed without succes, patch is ok but compiling not, i've commented the "printf" lines adding "//" before, is correct????
These are the errors reported under ubuntu bash, for windows is the same
Code: [Select]
In file included from /usr/include/c++/6/memory:81:0,
                 from ../../../../../src/emu/emu.h:23:
/usr/include/c++/6/bits/unique_ptr.h: In instantiation of ‘void std::unique_ptr<_Tp [], _Dp>::reset(_Up) [with _Up = z8002_device::Z8000_exec*; <template-parameter-2-2> = void; _Tp = const z8002_device::Z8000_exec; _Dp = std::default_delete<const z8002_device::Z8000_exec []>]’:
/usr/include/c++/6/bits/unique_ptr.h:539:9:   required from ‘typename std::enable_if<std::__and_<std::__and_<std::is_array<_Up>, std::is_same<typename std::unique_ptr<_Tp [], _Dp>::_Pointer::type, _Tp*>, std::is_same<typename std::unique_ptr<_Up, _Ep>::pointer, typename std::unique_ptr<_Up, _Ep>::element_type*>, std::is_convertible<typename std::unique_ptr<_Up, _Ep>::element_type (*)[], _Tp (*)[]>, std::__or_<std::__and_<std::is_reference<_Dp>, std::is_same<_Dp, _Ep> >, std::__and_<std::__not_<std::is_reference<_Dp> >, std::is_convertible<_Ep, _Dp> > > >, std::is_assignable<_Dp&, _Ep&&> >::value, std::unique_ptr<_Tp [], _Dp>&>::type std::unique_ptr<_Tp [], _Dp>::operator=(std::unique_ptr<_Up, _Ep>&&) [with _Up = z8002_device::Z8000_exec []; _Ep = std::default_delete<z8002_device::Z8000_exec []>; _Tp = const z8002_device::Z8000_exec; _Dp = std::default_delete<const z8002_device::Z8000_exec []>; typename std::enable_if<std::__and_<std::__and_<std::is_array<_Up>, std::is_same<typename std::unique_ptr<_Tp [], _Dp>::_Pointer::type, _Tp*>, std::is_same<typename std::unique_ptr<_Up, _Ep>::pointer, typename std::unique_ptr<_Up, _Ep>::element_type*>, std::is_convertible<typename std::unique_ptr<_Up, _Ep>::element_type (*)[], _Tp (*)[]>, std::__or_<std::__and_<std::is_reference<_Dp>, std::is_same<_Dp, _Ep> >, std::__and_<std::__not_<std::is_reference<_Dp> >, std::is_convertible<_Ep, _Dp> > > >, std::is_assignable<_Dp&, _Ep&&> >::value, std::unique_ptr<_Tp [], _Dp>&>::type = std::unique_ptr<const z8002_device::Z8000_exec []>&]’
../../../../../src/devices/cpu/z8000/z8000tbl.hxx:578:29:   required from here
/usr/include/c++/6/bits/unique_ptr.h:614:6: error: no matching function for call to ‘swap(const z8002_device::Z8000_exec*&, z8002_device::Z8000_exec*&)’
  swap(std::get<0>(_M_t), __p);
  ~~~~^~~~~~~~~~~~~~~~~~~~~~~~
In file included from /usr/include/c++/6/bits/stl_pair.h:59:0,
                 from /usr/include/c++/6/bits/stl_algobase.h:64,
                 from /usr/include/c++/6/list:60,
                 from ../../../../../src/emu/emu.h:21:
/usr/include/c++/6/bits/move.h:179:5: note: candidate: template<class _Tp> typename std::enable_if<std::__and_<std::is_move_constructible<_Tp>, std::is_move_assignable<_Tp> >::value>::type std::swap(_Tp&, _Tp&)
     swap(_Tp& __a, _Tp& __b)
     ^~~~
/usr/include/c++/6/bits/move.h:179:5: note:   template argument deduction/substitution failed:
In file included from /usr/include/c++/6/memory:81:0,
                 from ../../../../../src/emu/emu.h:23:
/usr/include/c++/6/bits/unique_ptr.h:614:6: note:   deduced conflicting types for parameter ‘_Tp’ (‘const z8002_device::Z8000_exec*’ and ‘z8002_device::Z8000_exec*’)
  swap(std::get<0>(_M_t), __p);
  ~~~~^~~~~~~~~~~~~~~~~~~~~~~~
In file included from /usr/include/c++/6/bits/stl_pair.h:59:0,
                 from /usr/include/c++/6/bits/stl_algobase.h:64,
                 from /usr/include/c++/6/list:60,
                 from ../../../../../src/emu/emu.h:21:
/usr/include/c++/6/bits/move.h:202:5: note: candidate: template<class _Tp, long unsigned int _Nm> typename std::enable_if<std::__is_swappable<_Tp>::value>::type std::swap(_Tp (&)[_Nm], _Tp (&)[_Nm])
     swap(_Tp (&__a)[_Nm], _Tp (&__b)[_Nm])
     ^~~~
/usr/include/c++/6/bits/move.h:202:5: note:   template argument deduction/substitution failed:
In file included from /usr/include/c++/6/memory:81:0,
                 from ../../../../../src/emu/emu.h:23:
/usr/include/c++/6/bits/unique_ptr.h:614:6: note:   mismatched types ‘_Tp [_Nm]’ and ‘std::__tuple_element_t<0ul, std::tuple<const z8002_device::Z8000_exec*, std::default_delete<const z8002_device::Z8000_exec []> > > {aka const z8002_device::Z8000_exec*}’
  swap(std::get<0>(_M_t), __p);
  ~~~~^~~~~~~~~~~~~~~~~~~~~~~~
In file included from /usr/include/c++/6/bits/stl_algobase.h:64:0,
                 from /usr/include/c++/6/list:60,
                 from ../../../../../src/emu/emu.h:21:
/usr/include/c++/6/bits/stl_pair.h:403:5: note: candidate: template<class _T1, class _T2> void std::swap(std::pair<_T1, _T2>&, std::pair<_T1, _T2>&)
     swap(pair<_T1, _T2>& __x, pair<_T1, _T2>& __y)
     ^~~~
/usr/include/c++/6/bits/stl_pair.h:403:5: note:   template argument deduction/substitution failed:
In file included from /usr/include/c++/6/memory:81:0,
                 from ../../../../../src/emu/emu.h:23:
/usr/include/c++/6/bits/unique_ptr.h:614:6: note:   mismatched types ‘std::pair<_T1, _T2>’ and ‘std::__tuple_element_t<0ul, std::tuple<const z8002_device::Z8000_exec*, std::default_delete<const z8002_device::Z8000_exec []> > > {aka const z8002_device::Z8000_exec*}’
  swap(std::get<0>(_M_t), __p);
  ~~~~^~~~~~~~~~~~~~~~~~~~~~~~
In file included from /usr/include/c++/6/list:63:0,
                 from ../../../../../src/emu/emu.h:21:
/usr/include/c++/6/bits/stl_list.h:1918:5: note: candidate: template<class _Tp, class _Alloc> void std::swap(std::list<_Tp, _Alloc>&, std::list<_Tp, _Alloc>&)
     swap(list<_Tp, _Alloc>& __x, list<_Tp, _Alloc>& __y)
     ^~~~
/usr/include/c++/6/bits/stl_list.h:1918:5: note:   template argument deduction/substitution failed:
In file included from /usr/include/c++/6/memory:81:0,
                 from ../../../../../src/emu/emu.h:23:
/usr/include/c++/6/bits/unique_ptr.h:614:6: note:   mismatched types ‘std::list<_Tp, _Alloc>’ and ‘std::__tuple_element_t<0ul, std::tuple<const z8002_device::Z8000_exec*, std::default_delete<const z8002_device::Z8000_exec []> > > {aka const z8002_device::Z8000_exec*}’
  swap(std::get<0>(_M_t), __p);
  ~~~~^~~~~~~~~~~~~~~~~~~~~~~~
In file included from /usr/include/c++/6/vector:64:0,
                 from ../../../../../src/emu/emu.h:22:
/usr/include/c++/6/bits/stl_vector.h:1557:5: note: candidate: template<class _Tp, class _Alloc> void std::swap(std::vector<_Tp, _Alloc>&, std::vector<_Tp, _Alloc>&)
     swap(vector<_Tp, _Alloc>& __x, vector<_Tp, _Alloc>& __y)
     ^~~~
/usr/include/c++/6/bits/stl_vector.h:1557:5: note:   template argument deduction/substitution failed:
In file included from /usr/include/c++/6/memory:81:0,
                 from ../../../../../src/emu/emu.h:23:
/usr/include/c++/6/bits/unique_ptr.h:614:6: note:   mismatched types ‘std::vector<_Tp, _Alloc>’ and ‘std::__tuple_element_t<0ul, std::tuple<const z8002_device::Z8000_exec*, std::default_delete<const z8002_device::Z8000_exec []> > > {aka const z8002_device::Z8000_exec*}’
  swap(std::get<0>(_M_t), __p);
  ~~~~^~~~~~~~~~~~~~~~~~~~~~~~
In file included from /usr/include/c++/6/vector:65:0,
                 from ../../../../../src/emu/emu.h:22:
/usr/include/c++/6/bits/stl_bvector.h:112:3: note: candidate: void std::swap(std::_Bit_reference, std::_Bit_reference)
   swap(_Bit_reference __x, _Bit_reference __y) noexcept
   ^~~~
/usr/include/c++/6/bits/stl_bvector.h:112:3: note:   no known conversion for argument 1 from ‘std::__tuple_element_t<0ul, std::tuple<const z8002_device::Z8000_exec*, std::default_delete<const z8002_device::Z8000_exec []> > > {aka const z8002_device::Z8000_exec*}’ to ‘std::_Bit_reference’
/usr/include/c++/6/bits/stl_bvector.h:120:3: note: candidate: void std::swap(std::_Bit_reference, bool&)
   swap(_Bit_reference __x, bool& __y) noexcept
   ^~~~
/usr/include/c++/6/bits/stl_bvector.h:120:3: note:   no known conversion for argument 1 from ‘std::__tuple_element_t<0ul, std::tuple<const z8002_device::Z8000_exec*, std::default_delete<const z8002_device::Z8000_exec []> > > {aka const z8002_device::Z8000_exec*}’ to ‘std::_Bit_reference’
/usr/include/c++/6/bits/stl_bvector.h:128:3: note: candidate: void std::swap(bool&, std::_Bit_reference)
   swap(bool& __x, _Bit_reference __y) noexcept
   ^~~~
/usr/include/c++/6/bits/stl_bvector.h:128:3: note:   no known conversion for argument 2 from ‘z8002_device::Z8000_exec*’ to ‘std::_Bit_reference’
In file included from /usr/include/c++/6/string:52:0,
                 from /usr/include/c++/6/stdexcept:39,
                 from /usr/include/c++/6/array:39,
                 from /usr/include/c++/6/tuple:39,
                 from /usr/include/c++/6/functional:55,
                 from /usr/include/c++/6/memory:79,
                 from ../../../../../src/emu/emu.h:23:
/usr/include/c++/6/bits/basic_string.h:5287:5: note: candidate: template<class _CharT, class _Traits, class _Alloc> void std::swap(std::basic_string<_CharT, _Traits, _Alloc>&, std::basic_string<_CharT, _Traits, _Alloc>&)
     swap(basic_string<_CharT, _Traits, _Alloc>& __lhs,
     ^~~~
/usr/include/c++/6/bits/basic_string.h:5287:5: note:   template argument deduction/substitution failed:
In file included from /usr/include/c++/6/memory:81:0,
                 from ../../../../../src/emu/emu.h:23:
/usr/include/c++/6/bits/unique_ptr.h:614:6: note:   mismatched types ‘std::basic_string<_CharT, _Traits, _Alloc>’ and ‘std::__tuple_element_t<0ul, std::tuple<const z8002_device::Z8000_exec*, std::default_delete<const z8002_device::Z8000_exec []> > > {aka const z8002_device::Z8000_exec*}’
  swap(std::get<0>(_M_t), __p);
  ~~~~^~~~~~~~~~~~~~~~~~~~~~~~
In file included from /usr/include/c++/6/tuple:39:0,
                 from /usr/include/c++/6/functional:55,
                 from /usr/include/c++/6/memory:79,
                 from ../../../../../src/emu/emu.h:23:
/usr/include/c++/6/array:275:5: note: candidate: template<class _Tp, long unsigned int _Nm> void std::swap(std::array<_Tp, _Nm>&, std::array<_Tp, _Nm>&)
     swap(array<_Tp, _Nm>& __one, array<_Tp, _Nm>& __two)
     ^~~~
/usr/include/c++/6/array:275:5: note:   template argument deduction/substitution failed:
In file included from /usr/include/c++/6/memory:81:0,
                 from ../../../../../src/emu/emu.h:23:
/usr/include/c++/6/bits/unique_ptr.h:614:6: note:   mismatched types ‘std::array<_Tp, _Nm>’ and ‘std::__tuple_element_t<0ul, std::tuple<const z8002_device::Z8000_exec*, std::default_delete<const z8002_device::Z8000_exec []> > > {aka const z8002_device::Z8000_exec*}’
  swap(std::get<0>(_M_t), __p);
  ~~~~^~~~~~~~~~~~~~~~~~~~~~~~
In file included from /usr/include/c++/6/functional:55:0,
                 from /usr/include/c++/6/memory:79,
                 from ../../../../../src/emu/emu.h:23:
/usr/include/c++/6/tuple:1546:5: note: candidate: template<class ... _Elements> void std::swap(std::tuple<_Elements ...>&, std::tuple<_Elements ...>&)
     swap(tuple<_Elements...>& __x, tuple<_Elements...>& __y)
     ^~~~
/usr/include/c++/6/tuple:1546:5: note:   template argument deduction/substitution failed:
In file included from /usr/include/c++/6/memory:81:0,
                 from ../../../../../src/emu/emu.h:23:
/usr/include/c++/6/bits/unique_ptr.h:614:6: note:   mismatched types ‘std::tuple<_Elements ...>’ and ‘std::__tuple_element_t<0ul, std::tuple<const z8002_device::Z8000_exec*, std::default_delete<const z8002_device::Z8000_exec []> > > {aka const z8002_device::Z8000_exec*}’
  swap(std::get<0>(_M_t), __p);
  ~~~~^~~~~~~~~~~~~~~~~~~~~~~~
In file included from /usr/include/c++/6/memory:79:0,
                 from ../../../../../src/emu/emu.h:23:
/usr/include/c++/6/functional:2238:5: note: candidate: template<class _Res, class ... _Args> void std::swap(std::function<_Res(_ArgTypes ...)>&, std::function<_Res(_ArgTypes ...)>&)
     swap(function<_Res(_Args...)>& __x, function<_Res(_Args...)>& __y)
     ^~~~
/usr/include/c++/6/functional:2238:5: note:   template argument deduction/substitution failed:
In file included from /usr/include/c++/6/memory:81:0,
                 from ../../../../../src/emu/emu.h:23:
/usr/include/c++/6/bits/unique_ptr.h:614:6: note:   mismatched types ‘std::function<_Res(_ArgTypes ...)>’ and ‘std::__tuple_element_t<0ul, std::tuple<const z8002_device::Z8000_exec*, std::default_delete<const z8002_device::Z8000_exec []> > > {aka const z8002_device::Z8000_exec*}’
  swap(std::get<0>(_M_t), __p);
  ~~~~^~~~~~~~~~~~~~~~~~~~~~~~
make[2]: *** [../../../../linux_gcc/obj/x64/Release/src/devices/cpu/z8000/z8000.o] Errore 1
make[2]: *** Attesa per i processi non terminati....
make[1]: *** [optional] Errore 2
make: *** [linux_x64] Errore 2
[/spoiler]
Title: Re: GroovyMAME 0.183 - Switchres v0.017c
Post by: Doozer on June 06, 2017, 04:58:23 am
Hi,

Have you tried to compile stock vanilla mame? Your issue could be related to the compiler/library version.

Title: Re: GroovyMAME 0.183 - Switchres v0.017c
Post by: b4nd1t0 on June 06, 2017, 09:01:37 am
thank you for the reply, i have updated to gcc 6.3.0 (previously 6.2.0) and compiled stock mame 186, all ok, now im testing  with the patch applied
Title: Re: GroovyMAME 0.183 - Switchres v0.017c
Post by: b4nd1t0 on June 06, 2017, 10:33:59 am
Compiling with updated gcc and patch applied ok, now i have to try the windows version.
Thanks for the suggestion Doozer  :cheers:
Title: Re: GroovyMAME 0.183 - Switchres v0.017c
Post by: Doozer on June 06, 2017, 03:02:01 pm
Compiling with updated gcc and patch applied ok, now i have to try the windows version.
Thanks for the suggestion Doozer  :cheers:

Well done. Have fun playing arcade games! Cheers.
Title: Re: GroovyMAME 0.183 - Switchres v0.017c
Post by: antoniomauro on June 07, 2017, 06:27:52 am
Compiled on win32 commentig "printf" and applying manually the patch on "emuopts.ccp"
Title: Re: GroovyMAME 0.183 - Switchres v0.017c
Post by: alex2005 on June 07, 2017, 01:01:57 pm

Hello,
I am looking for the latest groovymame compiled for Windows x64 with the nonag and hiscore patches applied. Has anyone succeeded on obtaining these? if so would you mind to share via link or PM?

Thanks a lot!
Title: Re: GroovyMAME 0.186 - Switchres v0.017d
Post by: Calamity on June 13, 2017, 08:02:52 am
GroovyMAME 0.186 is out!

What's new in SwitchRes v0.017d (June 2017)

- (Linux) Fixed bug affecting the "lcd" monitor preset, that caused a wrong 0x0 resolution to be used [Doozer].

- (Linux) Fixed long-standing bug that prevented DRM-based v-sync from working at all  [Calamity].


Notes:

- I've uploaded 0.017d diffs for versions 0.184, 0.185, in case someone needs to build binaries for those specific versions.
- I'd like to start releasing only 64-bit binaries. This is mainly to lighten the work involved in releasing new builds. Unfortunately Google Drive doesn't provide download statistics but I think everyone out there is already using 64-bit binaries. Anyone can still compile a 32-bit binary, and considering many users compile their own builds anyway in order to remove nag-screens, etc., I hope this decision doesn't cause much trouble.

Title: Re: GroovyMAME 0.186 - Switchres v0.017d
Post by: RobeeJ on June 13, 2017, 08:11:25 am
THANK YOU! THANK YOU! THANK YOU! THANK YOU! THANK YOU! THANK YOU! THANK YOU!

 :applaud: :applaud: :applaud: :applaud: :applaud: :applaud: :applaud: :applaud:

Did I say thank you Calamity? Probably not enough. :)
Title: Re: GroovyMAME 0.186 - Switchres v0.017d
Post by: tom5151 on June 13, 2017, 08:18:47 am
Great to see you back. Thanks @Calamity

Envoyé de mon Pixel XL en utilisant Tapatalk

Title: Re: GroovyMAME 0.186 - Switchres v0.017d
Post by: haynor666 on June 13, 2017, 09:20:11 am
Only XP x32 user will probably miss x32 build. Personally I'll build my own with some patches from ARCADE32/64 and no nag.
Title: Re: GroovyMAME 0.186 - Switchres v0.017d
Post by: EVICLX on June 13, 2017, 02:13:14 pm
Thank you Calamity, Groovymame is amazing.

Enviado desde mi XT1032 mediante Tapatalk

Title: Re: GroovyMAME 0.186 - Switchres v0.017d
Post by: Jonny G on June 13, 2017, 02:40:04 pm
Thanks, Calamity! Hope things have calmed down a bit for you.
Title: Re: GroovyMAME 0.186 - Switchres v0.017d
Post by: keropi on June 14, 2017, 03:25:13 am
awesome! thanks for the update Calamity
Title: Re: GroovyMAME 0.186 - Switchres v0.017d
Post by: m.andrade1 on June 14, 2017, 10:16:24 am
Hello Guys
If anyone could share your 32bit version + nonag, with pre-historic people like me, lol, will be very apreciated!

Thanks for all
Marcos
Title: Re: GroovyMAME 0.186 - Switchres v0.017d
Post by: big10p on June 14, 2017, 01:14:11 pm
Unfortunately Google Drive doesn't provide download statistics but I think everyone out there is already using 64-bit binaries
You could try using bitly.com. I put my dropbox links through it and it gives various useful stats, as well as download count.
Title: Re: GroovyMAME 0.186 - Switchres v0.017d
Post by: mdd45 on June 14, 2017, 01:29:30 pm
Anyone that will build a 0.186 32bit version please share it. Thanks in advance.
Title: Re: GroovyMAME 0.186 - Switchres v0.017d
Post by: EVICLX on June 14, 2017, 02:23:00 pm
Any patch or option for skip the warning and loading screens? Thanks

Enviado desde mi XT1032 mediante Tapatalk

Title: Re: GroovyMAME 0.186 - Switchres v0.017d
Post by: haynor666 on June 14, 2017, 03:26:50 pm
mdd45, m.andrade1 - I've sent personal messages.
Title: Re: GroovyMAME 0.186 - Switchres v0.017d
Post by: mariano2860 on June 15, 2017, 02:54:43 pm
If anyone could share your 64bit version + nonag and d3d9ex tanks.
Title: Re: GroovyMAME 0.186 - Switchres v0.017d
Post by: tom5151 on June 15, 2017, 04:51:39 pm
If anyone could share your 64bit version + nonag and d3d9ex tanks.
I would be interested as well.
Title: Re: GroovyMAME 0.186 - Switchres v0.017d
Post by: Calamity on June 15, 2017, 05:38:07 pm
Haynor666, you can post the links here, it's fine.
Title: Re: GroovyMAME 0.186 - Switchres v0.017d
Post by: donluca on June 16, 2017, 06:52:08 am
Just throwing out some ideas out there:

I see a lot of people asking for custom builds of GM. If anyone is willing to compile new versions with the patches and upload it to the Google Drive (or wherever really) it would save all those posts.
This would be great as it would allow us to keep also 32 bit versions of GM.

Calamity releases GM "vanilla" and then someone (haynor?) gets the other versions (x86, nonag, etc...) out and online along.
Title: Re: GroovyMAME 0.186 - Switchres v0.017d
Post by: haynor666 on June 16, 2017, 07:25:51 am
I did publish my own build - http://forum.arcadecontrols.com/index.php/topic,145164.msg1617860.html#msg1617860 (http://forum.arcadecontrols.com/index.php/topic,145164.msg1617860.html#msg1617860)
Title: Re: GroovyMAME 0.186 - Switchres v0.017d
Post by: haynor666 on June 18, 2017, 08:41:55 am
Groovymame x64 186 with d3d9ex and no nag - https://mega.nz/#!Qt1QFA7D!VhUgOrwgiw05YwpUHvEaQRRAN2WjlLBgntjHdwOjNv0
Title: Re: GroovyMAME 0.186 - Switchres v0.017d
Post by: raibol1 on June 18, 2017, 10:26:10 am
to haynor666:

Thank you for your groovymame64 d3d9ex nonag build!

and also calamity for his fabulous work!!

Greets

Rainer
Title: Re: GroovyMAME 0.186 - Switchres v0.017d
Post by: keropi on June 18, 2017, 02:32:12 pm
here is the X64 D3D9ex arcade-only no-nag version: http://www.mediafire.com/file/873jqj1cxj3qijr/GroovyMame64_arcade-only_0186.017d_suppression0186-k.rar (http://www.mediafire.com/file/873jqj1cxj3qijr/GroovyMame64_arcade-only_0186.017d_suppression0186-k.rar)
Title: Re: GroovyMAME 0.186 - Switchres v0.017d
Post by: tom5151 on June 18, 2017, 04:08:19 pm
Thanks @haynor666 and @keropi
And thanks to @Calamity :)

Envoyé de mon Pixel XL en utilisant Tapatalk

Title: Re: GroovyMAME 0.186 - Switchres v0.017d
Post by: raibol1 on June 18, 2017, 04:24:20 pm
@haynor666

Hallo,

i just have a question:
Before you posted the groovymame64 d3d9ex nonag build, i have tried to compile one version myself.

I followed this tut: http://forum.attractmode.org/index.php?topic=348.0 (http://forum.attractmode.org/index.php?topic=348.0)

and applied first supression.diff, then groovymame.diff and at last d3d9ex.diff

My exe is about 273 Mbytes and yours only 174 Mbytes.

Why is there so much difference???

Greets

Rainer

Title: Re: GroovyMAME 0.186 - Switchres v0.017d
Post by: donluca on June 18, 2017, 05:57:29 pm
I did publish my own build - http://forum.arcadecontrols.com/index.php/topic,145164.msg1617860.html#msg1617860 (http://forum.arcadecontrols.com/index.php/topic,145164.msg1617860.html#msg1617860)

What I meant is that those builds are scattered all over this thread. It would be nice to have them all in the same place, for example a Google Drive/Dropbox where the official GM releases are.
Title: Re: GroovyMAME 0.186 - Switchres v0.017d
Post by: mariano2860 on June 18, 2017, 08:24:36 pm
Thank you very much try to compile the version but I was throwing mistakes thank you haynor666 and keropi !!!
Title: Re: GroovyMAME 0.186 - Switchres v0.017d
Post by: haynor666 on June 19, 2017, 01:40:23 am
Rainer, I use option STRIP_SYMBOLS

donluca I'm preparing separated topic with my custom groovymame build where I describe all the differences vs official build but I'm not going to maintain any official build. I'm just filling requests right now. Since I use frame_delay I'm not personally interested in D3D9ex version.
Title: Re: GroovyMAME 0.186 - Switchres v0.017d
Post by: big10p on June 19, 2017, 02:49:51 am
For anyone interested in a "GroovyMAME x64, Arcade only, D3D9EX, with suppression patch" build, JonnyG offers one over at Jamma+
http://www.jammaplus.co.uk/forum/forum_posts.asp?TID=83692&title=mame-186-is-out (http://www.jammaplus.co.uk/forum/forum_posts.asp?TID=83692&title=mame-186-is-out)


Title: Re: GroovyMAME 0.186 - Switchres v0.017d
Post by: donluca on June 19, 2017, 04:27:47 am
donluca I'm preparing separated topic with my custom groovymame build where I describe all the differences vs official build but I'm not going to maintain any official build. I'm just filling requests right now. Since I use frame_delay I'm not personally interested in D3D9ex version.

yeah no problem, but having a separate topic dedicated only for custom builds would be great!
Title: Re: GroovyMAME 0.186 - Switchres v0.017d
Post by: rCadeGaming on June 23, 2017, 08:57:03 am
Thank you to everyone for these new builds!   :cheers:

Since I use frame_delay I'm not personally interested in D3D9ex version.

Is there a conflict with D3D9ex and frame_delay? 

Is there a central place anymore where these things are documented?  For those who have been away, can someone explain the current state of D3D, D3D9ex, BGFX, frame_delay, and PortAudio?  I am trying to figure these things out, but it's very difficult because the information is spread across many threads, and much of it is conflicting because it's difficult to tell what is up to date or still applicable.   :dizzy:
Title: Re: GroovyMAME 0.186 - Switchres v0.017d
Post by: Recapnation on June 23, 2017, 09:07:36 am
Not a "central place", I guess, but I'd say you'll find all those questions addressed here:

http://geedorah.com/eiusdemmodi/forum/viewtopic.php?id=290 (http://geedorah.com/eiusdemmodi/forum/viewtopic.php?id=290)


And no conflict (much the contrary) but the D3D9 version forces you to enable frame delay, unlike the EX one.
Title: Re: GroovyMAME 0.186 - Switchres v0.017d
Post by: haynor666 on June 23, 2017, 03:47:37 pm
"Forces" is rather bad word for this. Simply with D3D9ex enabled You have one frame lag. With standard build You have three. To get rif of this You have to use frame_delay. Of course without frame_delay groovymame works fine and for many players this three frames lag won't be noticable.
Title: Re: GroovyMAME 0.186 - Switchres v0.017d
Post by: inv on June 24, 2017, 03:10:14 am
"Forces" is rather bad word for this. Simply with D3D9ex enabled You have one frame lag. With standard build You have three. To get rif of this You have to use frame_delay. Of course without frame_delay groovymame works fine and for many players this three frames lag won't be noticable.

 ???Please tell me, plain D3D9 + frame_delay and D3D9EX + frame_delay, what's the difference?
Title: Re: GroovyMAME 0.186 - Switchres v0.017d
Post by: Calamity on June 24, 2017, 04:50:55 am
???Please tell me, plain D3D9 + frame_delay and D3D9EX + frame_delay, what's the difference?

No difference.

The difference exists between plain D3D9 and plain D3D9ex, both without frame_delay.

So, which one should you use? If you are on Win 7 or above, always D3D9ex. We're just mantaining the D3D9 build for XP users that refuse to upgrade their systems.
Title: Re: GroovyMAME 0.186 - Switchres v0.017d
Post by: kimikat on June 24, 2017, 06:49:04 am
Hi there :)

I had the same question so thank you Calamity for answering.

I have further questions if i may ask.

1- Is there any benefit or conflict to use d3d9x and portaudio ?
i may be wrong there but i believe that they are both means to reduce input lag.

2- is there any benefit or potential issue to use bgfx instead of d3d9x ?

thank you :)

Kimikat
Title: Re: GroovyMAME 0.186 - Switchres v0.017d
Post by: u-man on June 24, 2017, 07:34:35 am
1- Is there any benefit or conflict to use d3d9x and portaudio ?
i may be wrong there but i believe that they are both means to reduce input lag.

2- is there any benefit or potential issue to use bgfx instead of d3d9x ?

1 - There is only benefit to use d3d9x and portaudio. Both means to reduce input lag, like you already mentioned. Especially portaudio with Wasapi selected, is something that is really recognizable, you will hear the difference for sure.

2 - BGFX is a shader system and not a videomode. You will have no benefit, if you use a CRT, as you will not need any shader (maybe for vector games, but even then, HLSL is much better).
Title: Re: GroovyMAME 0.186 - Switchres v0.017d
Post by: big10p on June 24, 2017, 07:56:15 am
Portaudio reduces sound lag, not input lag.
Title: Re: GroovyMAME 0.186 - Switchres v0.017d
Post by: Recapnation on June 24, 2017, 08:51:49 am
Believe me; we made this:

http://geedorah.com/eiusdemmodi/forum/viewtopic.php?id=290 (http://geedorah.com/eiusdemmodi/forum/viewtopic.php?id=290)

...in order to avoid this kind of questions.


"Forces" is rather bad word for this. Simply with D3D9ex enabled You have one frame lag. With standard build You have three. To get rif of this You have to use frame_delay. Of course without frame_delay groovymame works fine and for many players this three frames lag won't be noticable.

It forces you to enable frame delay... if you want to get the same results as with the Ex version. Didn't think it was necessary to point it out.
Title: Re: GroovyMAME 0.186 - Switchres v0.017d
Post by: kimikat on June 24, 2017, 11:23:59 am
Thank you all for taking the time to answer.

Yes i read the guide but those questions came to me as i could not figure them out from what i read.(maybe i missed the info...)

i am almost there with my setup and it already looks and play great on my crt.

kind regards.

Kimikat.
Title: Re: GroovyMAME 0.186 - Switchres v0.017d
Post by: inv on June 24, 2017, 02:58:53 pm
???Please tell me, plain D3D9 + frame_delay and D3D9EX + frame_delay, what's the difference?

No difference.

The difference exists between plain D3D9 and plain D3D9ex, both without frame_delay.

So, which one should you use? If you are on Win 7 or above, always D3D9ex. We're just mantaining the D3D9 build for XP users that refuse to upgrade their systems.


Thanks for the reply, Calamity.

I use win10.  I will stick D3D9ex version.
Title: Re: GroovyMAME 0.186 - Switchres v0.017d
Post by: jimmer on June 29, 2017, 04:54:22 am
We're just mantaining the D3D9 build for XP users that refuse to upgrade their systems.

Thank You :)
Title: Re: GroovyMAME 0.186 - Switchres v0.017d
Post by: jimmer on June 29, 2017, 04:54:37 am
We're just mantaining the D3D9 build for XP users that refuse to upgrade their systems.

Thank You :)
Title: Re: GroovyMAME 0.186 - Switchres v0.017d
Post by: funkycochise on July 02, 2017, 04:16:07 am
Many thanks to all the people helping to maintain
the latest mame build with groovy patch.
A dedicated topic seems to be a good idea for those specialized builds.
Keep it up guys !
Title: Re: GroovyMAME 0.186 - Switchres v0.017d
Post by: rCadeGaming on July 04, 2017, 12:46:41 pm
Thanks for the answers, that clears up a few things  :cheers:
Title: Re: GroovyMAME 0.186 - Switchres v0.017d
Post by: muell67 on July 05, 2017, 11:06:16 am
probably a stupid question but the answer is alluding me. Im looking for a version of .186 that is no nag There are several on this page I plan to use this one.

Groovymame x64 186 with d3d9ex and no nag - https://mega.nz/# (https://mega.nz/#)!Qt1QFA7D!VhUgOrwgiw05YwpUHvEaQRRAN2WjlLBgntjHdwOjNv0

Then I see this one that looks to be the same thing but marked arcade only.

here is the X64 D3D9ex arcade-only no-nag version: http://www.mediafire.com/file/873jqj1cxj3qijr/GroovyMame64_arcade-only_0186.017d_suppression0186-k.rar (http://www.mediafire.com/file/873jqj1cxj3qijr/GroovyMame64_arcade-only_0186.017d_suppression0186-k.rar)

I will be using it in my cabinet with a standard res arcade monitor. I was just wondering what the difference was.  I did notice neither work with my lcd. The standard groovymame I had before used to say it couldn't find a video mode to meet my specs but would open anyway the two above wont do that. Like I said im using it with a arcade monitor so that is not really an issue just something I noticed while trying to find the difference.
Title: Re: GroovyMAME 0.186 - Switchres v0.017d
Post by: keropi on July 05, 2017, 04:18:48 pm
arcade-only build means that there is no MESS part included (consoles and home computers)
Title: Re: GroovyMAME 0.186 - Switchres v0.017d
Post by: muell67 on July 05, 2017, 05:39:24 pm
Thanks I didnt know groovy mame had a console part.
Title: Re: GroovyMAME 0.186 - Switchres v0.017d
Post by: krick on July 05, 2017, 05:50:26 pm
Thanks I didnt know groovy mame had a console part.

On 27 May 2015, MESS (home computers, consoles, etc...) merged with MAME (arcade) and version 0.162 of MAME was released.

Since GroovyMAME is based on the MAME codebase, it got everything from the merger too.
Title: Re: GroovyMAME 0.186 - Switchres v0.017d
Post by: arcadeswede on August 02, 2017, 04:37:48 pm
I'm at section C (Configuring Groovy MAME) in Recap's installation guide: http://geedorah.com/eiusdemmodi/forum/viewtopic.php?id=290 (http://geedorah.com/eiusdemmodi/forum/viewtopic.php?id=290)
I was fixing the values of d3d9ex, syncrefresh, triplebuffer but then I couldn't find multithreading and the disable_hiscore_patch, disable_nagscreen_patch etc.

I've created my mame.ini file in the command prompt by typing C:\mame\groovymame.exe -cc, then moved it from the System32 folder into my mame folder.

Why are these parameters missing?
Did I download the wrong GroovyMame version?

I picked groovymame64_0186.017d_d3d9ex.7z
There's another one called groovymame64_0186.017d.7z

Tried creating a new mame.ini with that. Same thing. Above parameters are missing.

Title: Re: GroovyMAME 0.186 - Switchres v0.017d
Post by: krick on August 02, 2017, 05:46:28 pm
When you create your mame ini, you should be in the C:\mame\ folder when you type your command
That way, the mame.ini will get created in the same folder instead of System32

I recommend installing the ContextConsole Shell Extension...
http://code.kliu.org/cmdopen/ (http://code.kliu.org/cmdopen/)
This allows you to right-click on a folder and select "Open Command Prompt" to get a command window in that folder.  Very handy.

Regardless,

The multithreading switch has been removed from MAME.
The highscore patch doesn't exist anymore and is handled using the MAME plug-in system.
The nagscreen patch is no longer incorporated into GroovyMAME.  If you want that feature, you need to compile it in by yourself.

Title: Re: GroovyMAME 0.186 - Switchres v0.017d
Post by: josete2k on August 20, 2017, 03:57:31 am
The nagscreen patch is no longer incorporated into GroovyMAME.  If you want that feature, you need to compile it in by yourself.


Hi, I haven't tested yet but if I add the supression.diff, do I need to start games with the -skip_gameinfo command?

mame.exe "path_to_your_mame_roms\game_xyz123.zip" -skip_gameinfo

I have groovymame installed in an arcade cabinet.
Title: Re: GroovyMAME 0.186 - Switchres v0.017d
Post by: raibol1 on August 20, 2017, 06:45:56 am
Hallo,

here is a Groovymame 0.188 build arcade only 64bit D3D9EX with supression patch:

http://www.jammaplus.co.uk/forum/forum_posts.asp?TID=84915&title=groovymame-0188 (http://www.jammaplus.co.uk/forum/forum_posts.asp?TID=84915&title=groovymame-0188)

Greetz

Rainer
Title: Re: GroovyMAME 0.186 - Switchres v0.017d
Post by: michino on August 21, 2017, 06:34:55 pm
Hallo,

here is a Groovymame 0.188 build arcade only 64bit D3D9EX with supression patch:

http://www.jammaplus.co.uk/forum/forum_posts.asp?TID=84915&title=groovymame-0188 (http://www.jammaplus.co.uk/forum/forum_posts.asp?TID=84915&title=groovymame-0188)

Greetz

Rainer

Thanks  :applaud:
Title: Re: GroovyMAME 0.186 - Switchres v0.017d
Post by: tom5151 on August 22, 2017, 01:16:26 am
Hallo,

here is a Groovymame 0.188 build arcade only 64bit D3D9EX with supression patch:

http://www.jammaplus.co.uk/forum/forum_posts.asp?TID=84915&title=groovymame-0188 (http://www.jammaplus.co.uk/forum/forum_posts.asp?TID=84915&title=groovymame-0188)

Greetz

Rainer
Thanks

Envoyé de mon ONEPLUS A5000 en utilisant Tapatalk

Title: Re: GroovyMAME 0.186 - Switchres v0.017d
Post by: haynor666 on August 27, 2017, 11:06:51 am
Main builds without no nag:

x32 - https://mega.nz/#!Y0kAWSLI!auaw7HsBKd9UERLf0dDGYtfXtj6f5HMXr82b6ju_UBY
x64 - https://mega.nz/#!gp1CmJSb!E6_rvR-BnvUzipBlVl74L1VLjPcVMmc1CgQL9SDpKHU
x64 d3d9ex - https://mega.nz/#!0sdTwZ4C!c9Gpd_MgeLvuNQb2YjTkIEcz2BKDeGcNvGw_cOSm4OQ

Untested.
Title: Re: GroovyMAME 0.186 - Switchres v0.017d
Post by: funkycochise on August 31, 2017, 09:40:38 pm
mkchamp no nag diff now available for 0189
Title: Re: GroovyMAME 0.189 - Switchres v0.017e
Post by: Calamity on September 05, 2017, 05:26:42 pm
GroovyMAME 0.189 is out:

What's new in SwitchRes v0.017e (August 2017)

- Some code changes in response to the ongoing overhaul in baseline options system.
Title: Re: GroovyMAME 0.189 - Switchres v0.017e
Post by: keropi on September 06, 2017, 12:27:01 pm
great news Calamity, thanks!  :cheers:

here is my personal favorite version: arcade-only , x64 , d3d9ex with MKChamp's nonag patch , you can grab it here: http://www.mediafire.com/file/yp3x4q9inf39n47/GroovyMame64_arcade-only_0189.017e_d3d9ex_suppression0189-k.rar (http://www.mediafire.com/file/yp3x4q9inf39n47/GroovyMame64_arcade-only_0189.017e_d3d9ex_suppression0189-k.rar)
Title: Re: GroovyMAME 0.189 - Switchres v0.017e
Post by: m.andrade1 on September 06, 2017, 02:37:48 pm
Hello Guys
Anyone can share a Win32 normal version with supression !

Thanks a lot
Marcos
Title: Re: GroovyMAME 0.189 - Switchres v0.017e
Post by: josete2k on September 06, 2017, 03:46:43 pm
Hello Guys
Anyone can share a Win32 normal version with supression !

Thanks a lot
Marcos

Not the one you're requesting but...

https://mega.nz/#!KEhgiYjI!1JOzpyoUfuk6TwrVhfIQP1o6QUZeGAD7bQ3K0APKssQ

GM 0.189 x86 arcade-only with MKChamp's nonag patch
Title: Re: GroovyMAME 0.189 - Switchres v0.017e
Post by: keropi on September 06, 2017, 03:56:05 pm
Hello Guys
Anyone can share a Win32 normal version with supression !

Thanks a lot
Marcos

here you go, UME included: http://www.mediafire.com/file/tn09o1u16kt2uh8/GroovyMame32_0189.017e_suppression0189-k.rar (http://www.mediafire.com/file/tn09o1u16kt2uh8/GroovyMame32_0189.017e_suppression0189-k.rar)
Title: Re: GroovyMAME 0.189 - Switchres v0.017e
Post by: alex2005 on September 07, 2017, 12:55:28 pm
great news Calamity, thanks!  :cheers:

here is my personal favorite version: arcade-only , x64 , d3d9ex with MKChamp's nonag patch , you can grab it here: http://www.mediafire.com/file/yp3x4q9inf39n47/GroovyMame64_arcade-only_0189.017e_d3d9ex_suppression0189-k.rar (http://www.mediafire.com/file/yp3x4q9inf39n47/GroovyMame64_arcade-only_0189.017e_d3d9ex_suppression0189-k.rar)

Thanks a lot Calamity for the new version!

To keropi: Any chance to have the full one (mame+mess) with nonag, x64 and d3d9ex? :)
Title: Re: GroovyMAME 0.189 - Switchres v0.017e
Post by: keropi on September 07, 2017, 01:50:07 pm
[...]

To keropi: Any chance to have the full one (mame+mess) with nonag, x64 and d3d9ex? :)

sure, here it is: http://www.mediafire.com/file/bjolgf2eni2ez5a/GroovyMame64_0189.017e_d3d9ex_suppression0189-k.rar (http://www.mediafire.com/file/bjolgf2eni2ez5a/GroovyMame64_0189.017e_d3d9ex_suppression0189-k.rar)

might be a good idea to actually migrate from dedicated console emulators to GM+MESS , switchres+crtemudriver really spares screenmode headaches...  :cheers:
Title: Re: GroovyMAME 0.189 - Switchres v0.017e
Post by: funkycochise on September 08, 2017, 05:20:44 am
 Thanx Keropi (even if this time I was able to build that exe myself ;) )
regarding the fact of using mess instead of dedicated emulator,
I did it for some like amstrad cpc and pce : it really gives great results.
But for some like famicom, some game are a bit buggy (hoshi no kirby)

I need to do a big bench session :
gmame 0189 : orientation regression test
mednafen : need a relevent test.
Title: Re: GroovyMAME 0.189 - Switchres v0.017e
Post by: alex2005 on September 08, 2017, 12:44:49 pm
[...]

To keropi: Any chance to have the full one (mame+mess) with nonag, x64 and d3d9ex? :)

sure, here it is: http://www.mediafire.com/file/bjolgf2eni2ez5a/GroovyMame64_0189.017e_d3d9ex_suppression0189-k.rar (http://www.mediafire.com/file/bjolgf2eni2ez5a/GroovyMame64_0189.017e_d3d9ex_suppression0189-k.rar)

might be a good idea to actually migrate from dedicated console emulators to GM+MESS , switchres+crtemudriver really spares screenmode headaches...  :cheers:

Thanks a lot! Yeah indeed I am using MESS for emulators like SNES, Megadrive, MCD, Amstrad, and some others. I would like to move on everything to MESS as long as it emulates the systems well. So far what I only miss is a working set of Yoshi's island under SNES. I hope the day will come soon :)
Title: Re: GroovyMAME 0.189 - Switchres v0.017e
Post by: funkycochise on September 10, 2017, 04:08:23 am
Hello folks,

I did some test this morning.
First I couln't produce the orientation bug mentioned for the 188 version. Good point until now.

As always I make a brand new folder with the new version using regular mame archive and then put groovymame inside.
I use my custom build supposed to be groovy+d3Dex+mkchamp nonag, similar to the build provided by keropi.
I then produce a mame.ini using the -cc command.
I do the modification inside mame.ini

skip_gameinfo             1
video                     d3d9ex   
resolution                2560x0

 
But when launching 1943 (as example) in CLI, I get :
Invalid video value d3d9ex; reverting to gdi
Invalid video value d3d9ex; reverting to gdi

I've then modified the mame.ini again :
video                     d3d

and then the game launched well.

I've provided the log file in attachment

My question is :
Is d3d9ex not recognized anymore ?
It seems that using d3d option switch to d3dex if I read well the log :
Direct3D: Using Direct3D 9Ex

So, is now 'd3d' option equals to 'd3d9ex' option when using d3d9ex build ?


Note : I've put a vertical.ini in ini folder with
orientation               vertical
1943 is therefore running in a rotated format instead of default 'vertical in horizontal' resizing.

Thank you for your interest.

FKY
Title: Re: GroovyMAME 0.189 - Switchres v0.017e
Post by: alex_bb23 on September 10, 2017, 08:34:38 am
Could somebody tell me why the image height exceeds the screen on MK games at the bottom?

I attached a log...

Thank you!
Title: Re: GroovyMAME 0.189 - Switchres v0.017e
Post by: R-Typer on September 10, 2017, 11:03:18 am
Could somebody tell me why the image height exceeds the screen on MK games at the bottom?

I attached a log...

Thank you!

This issue happens to all Irem games as well as Mortal Combat games. This is normal behavior. All graphics cards and TVs are affected. So you cannot avoid it. Its because vertical resolution is 256 pixels. Since you have a Sony trinitron TV you can enter into TVs service menu and adjust "Vertical Slope" option so the game fits vertically perfectly.

Title: Re: GroovyMAME 0.189 - Switchres v0.017e
Post by: alex_bb23 on September 10, 2017, 01:55:33 pm

This issue happens to all Irem games as well as Mortal Combat games. This is normal behavior. All graphics cards and TVs are affected. So you cannot avoid it. Its because vertical resolution is 256 pixels. Since you have a Sony trinitron TV you can enter into TVs service menu and adjust "Vertical Slope" option so the game fits vertically perfectly.

If I modify the V-Slope the image it fits vertically perfectly, but, this affect the other resolutions - there is any option to do it just for the games which are using 256 pixels?

Thank you!
Title: Re: GroovyMAME 0.189 - Switchres v0.017e
Post by: haynor666 on September 11, 2017, 03:03:02 am
I'm sorry but it's not possible.
Title: Re: GroovyMAME 0.189 - Switchres v0.017e
Post by: alex_bb23 on September 11, 2017, 03:29:45 am
I'm sorry but it's not possible.

So, the only solution is that, when you want to play games like Mortal Kombat you have to modify the V-Slope and vice versa.

P.S Starting with GroovyMAME 0.181 the CPS2 games refuse to runs... qsound.bin need redump. Could somebody knows where can be found (if exists) the new qsound.bin?

Thank you!
Title: Re: GroovyMAME 0.189 - Switchres v0.017e
Post by: haynor666 on September 11, 2017, 06:25:31 am
Sadly here we can't post roms sources.
Title: Re: GroovyMAME 0.189 - Switchres v0.017e
Post by: donluca on September 12, 2017, 07:29:35 am
Just Google around and you'll find it.

@Calamity: I was wondering... what's left to be done with CRT_emudriver/switchres, apart from supporting new video cards?

It looks like the software is mature enough, I can't think of something "missing".

The only thing which comes into my mind is the interpolation applied when in interlaced mode.
Title: Re: GroovyMAME 0.189 - Switchres v0.017e
Post by: 2huwman on September 13, 2017, 04:21:05 am
Does anyone have a Linux 64 bit build with supression patch they can share please? Thanks!
Title: Re: GroovyMAME 0.189 - Switchres v0.017e
Post by: Ilitirit on September 14, 2017, 08:56:35 am
Can someone explain or point in the direction of information about how to set display parameters for Console games?

When I load a system eg. SNES, I can see in the console that a resolution is applied.  However, the resolution does not appear change when I load up a cartridge.  Is this correct behavior?  If so, how can I make it load the correct display parameters per game?
Title: Re: GroovyMAME 0.189 - Switchres v0.017e
Post by: josete2k on September 15, 2017, 04:25:10 am
Can someone explain or point in the direction of information about how to set display parameters for Console games?

When I load a system eg. SNES, I can see in the console that a resolution is applied.  However, the resolution does not appear change when I load up a cartridge.  Is this correct behavior?  If so, how can I make it load the correct display parameters per game?


SNES resolution is 256x224 for all games.


Only a few scenes in some games are in high resolution:

https://forum.digitpress.com/forum/showthread.php?143515-Did-any-games-use-the-SNES-hi-res-mode
Title: Re: GroovyMAME 0.189 - Switchres v0.017e
Post by: Recapnation on September 15, 2017, 04:31:26 pm
There are some games which use a permanent 512 x 224 display mode, and very few which even use an interlaced mode (Ranma 1/2: Chounai Gekitou-Hen, despite being rendered at 256 x 224). I think MAME's system default is 512 x 224 for this cause?
Title: Re: GroovyMAME 0.181 - Switchres v0.016 alpha 5
Post by: Incessant on September 16, 2017, 10:32:44 am
Just discovered an issue with GroovyMame 0.180 and 0.181 (d3d9ex builds and normal from your site) that does not seem to appear for me in mainline mame 0.181 - my trackball responds either erratically or not at all in trackball games such as Centipede (centiped) and AmeriDarts (amerdart). Running the exe for GroovyMame 0.179 or official Mame 0.181 solves the issue for me, keeping the same mame.in

Thanks for reporting this. I'm almost sure it's due to the "always_poll" patch we added recently. It has always happened, as soon as we introduce a change to reduce latency, the damned trackballs get broken. I'll see what can be done.

Hi Calamity,

Unless I somehow missed it, I didn't see an end all fix for this. I used to have a working trackball on the old version but now I don't. I installed from the ISO on google drive. Mouse works in FE fine. I tried using an old fix in a thread I found and loading from that but it didn't seem to work either. Any help would be much appreciated. Thank you!

-incessant
Title: Re: GroovyMAME 0.189 - Switchres v0.017e
Post by: mdd45 on September 16, 2017, 03:52:24 pm
I'm sorry but it's not possible.

So, the only solution is that, when you want to play games like Mortal Kombat you have to modify the V-Slope and vice versa.

P.S Starting with GroovyMAME 0.181 the CPS2 games refuse to runs... qsound.bin need redump. Could somebody knows where can be found (if exists) the new qsound.bin?

Thank you!

- I don't know if you have tried what i told you in another post, but you can check this mk.ini (copy to your mame\ini  folder) and try if mortal kombat 1 works better for you. This works on my Sony CRT for games like mortal kombat 1-2-3, nba jam, etc

- To fix the qsound error you have to update your qsound file and your romset. New mame releases require an extra file in each cps rom.
Title: Re: GroovyMAME 0.189 - Switchres v0.017e
Post by: mdd45 on September 16, 2017, 03:53:41 pm
double post
Title: Re: GroovyMAME 0.189 - Switchres v0.017e
Post by: alex_bb23 on September 16, 2017, 05:17:36 pm

- I don't know if you have tried what i told you in another post, but you can check this mk.ini (copy to your mame\ini  folder) and try if mortal kombat 1 works better for you. This works on my Sony CRT for games like mortal kombat 1-2-3, nba jam, etc


I've tried as you suggested but, I get a big black border at the bottom of the screen with your mk.ini

Maybe somebody knows a better solution than modifying the V-Slope from the service menu.
I'm using GroovyMAME 0.189 with CRT Emudriver 2.0

Quote
- To fix the qsound error you have to update your qsound file and your romset. New mame releases require an extra file in each cps rom.

Is already fixed. Thanks to haynor666!
Title: Re: GroovyMAME 0.189 - Switchres v0.017e
Post by: Ilitirit on September 26, 2017, 06:24:42 am
There are some games which use a permanent 512 x 224 display mode, and very few which even use an interlaced mode (Ranma 1/2: Chounai Gekitou-Hen, despite being rendered at 256 x 224). I think MAME's system default is 512 x 224 for this cause?

That could possibly explain the behaviour.  I suppose this could be fixed with an INI change?
Title: Re: GroovyMAME 0.190 - Switchres v0.017e
Post by: Calamity on September 29, 2017, 02:14:37 pm
GroovyMAME 0.190 - Switchres v0.017e is out.

Starting from this version, I'll upload GroovyMAME as a self-extracting 7zip file, along with the rest of files from the official MAMEdev package. The configuration file (mame.ini) with GroovyMAME's specific options is already included in the package, so there's no need to create it manually from command line. Hopefully this will make things easier for new users.
Title: Re: GroovyMAME 0.190 - Switchres v0.017e
Post by: donluca on September 30, 2017, 07:55:43 am
Good choice, I like it.
Title: Re: GroovyMAME 0.190 - Switchres v0.017e
Post by: b4nd1t0 on September 30, 2017, 07:58:33 am
Thanks calamity.

Inviato dal mio XT1032 utilizzando Tapatalk

Title: Re: GroovyMAME 0.190 - Switchres v0.017e
Post by: lettuce on September 30, 2017, 02:06:27 pm
Just testing this out on my PC with my GSync monitor have set the display to 'LCD' and LCD monitor refresh to 45-144 but the audio pitch its constantly changing, is there an option that needs to be enabled for GSync monitors?
Title: Re: GroovyMAME 0.190 - Switchres v0.017e
Post by: funkycochise on September 30, 2017, 02:34:54 pm
groovymame 0190 64 bits d3d9ex no nag
http://dl.free.fr/fZvbGuhpB (http://dl.free.fr/fZvbGuhpB)

arcade only groovymame 0190 64 bits d3d9ex no nag
http://dl.free.fr/rY7JJJyB9 (http://dl.free.fr/rY7JJJyB9)

groovymame 0190 32 bits d3d9ex no nag
http://dl.free.fr/o7X7somd6 (http://dl.free.fr/o7X7somd6)

arcade only groovymame 0190 32 bits d3d9ex no  nag
http://dl.free.fr/tEnK5zv74 (http://dl.free.fr/tEnK5zv74)

edit : I've added arcade and 32 bits versions.
Title: Re: GroovyMAME 0.190 - Switchres v0.017e
Post by: keropi on September 30, 2017, 03:57:13 pm
nice! new version :D

is there something important updated in .0190 ? is it a reason to upgrade? I am still at 0.183
Title: Re: GroovyMAME 0.190 - Switchres v0.017e
Post by: b4nd1t0 on October 01, 2017, 05:22:40 am
Did that build this afternoon : groovymame 0190 64bits d3d9ex no nag
http://dl.free.fr/fZvbGuhpB (http://dl.free.fr/fZvbGuhpB)

arcade only groovymame 0190 64bits d3d9ex no nag
http://dl.free.fr/rY7JJJyB9 (http://dl.free.fr/rY7JJJyB9)
Thanks man

Inviato dal mio XT1032 utilizzando Tapatalk

Title: Re: GroovyMAME 0.190 - Switchres v0.017e
Post by: Doozer on October 02, 2017, 05:49:59 am
GroovyMAME 0.190 - Switchres v0.017e is out.

Starting from this version, I'll upload GroovyMAME as a self-extracting 7zip file, along with the rest of files from the official MAMEdev package. The configuration file (mame.ini) with GroovyMAME's specific options is already included in the package, so there's no need to create it manually from command line. Hopefully this will make things easier for new users.

I have posted the Linux binary version: groovymame64_0190.017e_linux.tar.bz2
Title: Re: GroovyMAME 0.190 - Switchres v0.017e
Post by: brad808 on October 02, 2017, 11:16:28 am
Thanks for the new builds everyone. I'll be updating my cabinets this week hopefully.
Title: Re: GroovyMAME 0.190 - Switchres v0.017e
Post by: m.andrade1 on October 03, 2017, 08:24:02 am
Hello funkycochise
Thank you so much for 32bit no nag !

Thanks
Marcos
Title: Re: GroovyMAME 0.189 - Switchres v0.017e
Post by: Recapnation on October 03, 2017, 03:03:36 pm
There are some games which use a permanent 512 x 224 display mode, and very few which even use an interlaced mode (Ranma 1/2: Chounai Gekitou-Hen, despite being rendered at 256 x 224). I think MAME's system default is 512 x 224 for this cause?

That could possibly explain the behaviour.  I suppose this could be fixed with an INI change?

What exactly do you want to fix? As I understand, the system originally could change from 256 px to 512 in the next scanline and there are many games which do this at some point (if I recall, BSNES' author thinks that it could do it even in the middle of a scanline), so the safest bet is 512 x 240 as MAME does (and remembering the couple of titles which use an interlaced mode). For the games using 256 x 240 you shouldn't notice any difference, but of course you can force GM to use this mode via .INI.


Title: Re: GroovyMAME 0.190 - Switchres v0.017e
Post by: brad808 on October 04, 2017, 08:34:50 pm
I've updated to MAME 0.190 now. Can someone please explain to me exactly what has changed with hiscore handling and how I get it working again? I'm reading that you no longer need a patched version simply the hiscore.dat. I've been trying to set plugin directories and I can't for the life of me get the hiscore working again.  :angry:
Title: Re: GroovyMAME 0.190 - Switchres v0.017e
Post by: keilmillerjr on October 04, 2017, 10:01:54 pm
I've updated to MAME 0.190 now. Can someone please explain to me exactly what has changed with hiscore handling and how I get it working again? I'm reading that you no longer need a patched version simply the hiscore.dat. I've been trying to set plugin directories and I can't for the life of me get the hiscore working again.  :angry:

http://www.mameworld.info/ubbthreads/showflat.php?Cat=&Number=363895&page=0&view=expanded&sb=5&o=&vc=1 (http://www.mameworld.info/ubbthreads/showflat.php?Cat=&Number=363895&page=0&view=expanded&sb=5&o=&vc=1)

Quote



In your mame.ini find options


Quote:

plugins 1
plugin hiscore,cheat




Then make sure it's enabled in plugin.ini


Quote:

cheat 1
cheatfind 0
console 1
data 1
dummy 0
hiscore 1
layout 0
timer 0


Try this?
Title: Re: GroovyMAME 0.190 - Switchres v0.017e
Post by: billfor on October 04, 2017, 11:02:46 pm
Also make sure to delete the hiscore.dat from the old patch if it is still present, otherwise it will interfere with the plugin. The new lua plugin should have a hiscore.dat self-contained in its script directory.
Title: Re: GroovyMAME 0.190 - Switchres v0.017e
Post by: brad808 on October 05, 2017, 08:18:23 pm
I have to be missing something but from what I can see everything seems correct? This is on two separate builds I'm having the same problem. I have a fresh hiscore.dat. Whenever I start mame, it won't show any plugin. Then if I close and reopen it says error reading plugin.ini and my plugin ini file will be blank. Any other suggestions?

I've attached my screen cap
Title: Re: GroovyMAME 0.190 - Switchres v0.017e
Post by: Dochartaigh on October 14, 2017, 06:32:40 am
I have posted the Linux binary version: groovymame64_0190.017e_linux.tar.bz2

So it's 6:20am here...been up all night building my computer, installing Windows, and attempting to get CRT Emudriver with GroovyMAME to work. CRT Emudriver is working (or at least displays a windows desktop on my CRT monitor), but I can't find GroovyMame 0.190 for Windows to download...am I crazy or does it not exist?

I'm following Recap's tutorial which goes to the master GroovyMAME google drive repository: https://drive.google.com/drive/folders/0B5iMjDor3P__aEFpcVNkVW5jbEE

I downloaded 0.190 and it seems to be Linux only with a tarball file? I downloaded GroovyMAME 0.189 and that is Windows complete with a mame64.exe...but I just spend an entire week downloading 0.190 with all it's CHDs (562 GB!!!), and don't have 0.189. Please let me know if I'm missing something here, I'm taking a nap ;)
Title: Re: GroovyMAME 0.190 - Switchres v0.017e
Post by: Jonny G on October 14, 2017, 07:50:35 am
Don't know where the compiled version of 190 went, but anyway here are my builds for you.

0.190 x64 arcade only D3D9EX suppression patched
https://drive.google.com/drive/folders/0B0Gtg5XwTkcIVHAzOXNKdzJIMUE?usp=sharing (https://drive.google.com/drive/folders/0B0Gtg5XwTkcIVHAzOXNKdzJIMUE?usp=sharing) 

0.190 x64 full (MAME+MESS) D3D9EX suppression patched
https://drive.google.com/drive/folders/0B0Gtg5XwTkcIODVldTUzcWJVZ0k?usp=sharing (https://drive.google.com/drive/folders/0B0Gtg5XwTkcIODVldTUzcWJVZ0k?usp=sharing)
Title: Re: GroovyMAME 0.190 - Switchres v0.017e
Post by: Dochartaigh on October 14, 2017, 01:35:54 pm
Thank you! What does "suppression patched" mean by the way? (still learning all this stuff!)

Title: Re: GroovyMAME 0.190 - Switchres v0.017e
Post by: Jonny G on October 14, 2017, 02:28:09 pm
A guy called MKChamp used to put out a patch to enable hiscores in MAME which also disabled the "nag" screens you get when running a game for the first time.

Since MAME now has a plugins system which handles the hiscores, MKChamps' patch just deals with suppressing the nag screens. There are options in your mame.ini to control it.
Title: Re: GroovyMAME 0.190 - Switchres v0.017e
Post by: funkycochise on October 15, 2017, 12:15:26 am
Don't know where the compiled version of 190 went, but anyway here are my builds for you.

...
I posted on previous page, at the end of september, thank you anyway : two sources are better than only one.

groovymame 0190 64 bits d3d9ex no nag
http://dl.free.fr/fZvbGuhpB (http://dl.free.fr/fZvbGuhpB)

arcade only groovymame 0190 64 bits d3d9ex no nag
http://dl.free.fr/rY7JJJyB9 (http://dl.free.fr/rY7JJJyB9)

groovymame 0190 32 bits d3d9ex no nag
http://dl.free.fr/o7X7somd6 (http://dl.free.fr/o7X7somd6)

arcade only groovymame 0190 32 bits d3d9ex no  nag
http://dl.free.fr/tEnK5zv74 (http://dl.free.fr/tEnK5zv74)

edit : I've added arcade and 32 bits versions.
Title: Re: GroovyMAME 0.190 - Switchres v0.017e
Post by: Dochartaigh on October 15, 2017, 02:28:44 am
funkycochise, I think the problem is that people always use the "official" places first...so when everybody suggests this tutorial (http://geedorah.com/eiusdemmodi/forum/viewtopic.php?id=290), and they go to that link listed in the tutorial, and they see all the other versions listed there, but the most recent 0.190 isn't working, we turn back to the forum to see what the developers suggest.

THANK YOU for posting those though! - it is surely appreciated.
Title: Re: GroovyMAME 0.190 - Switchres v0.017e
Post by: Calamity on October 15, 2017, 04:33:42 am
but I can't find GroovyMame 0.190 for Windows to download...am I crazy or does it not exist?

My Windows builds for 0.190 were uploaded to Google drive in 29 September. What's the problem?
Title: Re: GroovyMAME 0.190 - Switchres v0.017e
Post by: Dochartaigh on October 15, 2017, 04:43:48 am
but I can't find GroovyMame 0.190 for Windows to download...am I crazy or does it not exist?

My Windows builds for 0.190 were uploaded to Google drive in 29 September. What's the problem?

Hi Calamity, following the link on your initial post, it seems that the 29 September upload is the Linux version, not the Windows version. That's where the confusion was.

(https://i.imgur.com/uwhuOVW.png)
Title: Re: GroovyMAME 0.190 - Switchres v0.017e
Post by: Calamity on October 15, 2017, 05:33:32 am
Aside from the Linux version, there are a couple of Windows builds, as always. This time however I uploaded them as .exe self-extracting files, and unfortunately Google drive is hiding these for anyone except me, it seems, you know, .exe files are evil. I'm surprised no one else complained, definitely nobody is using my builds anymore. I'll replace these files by their .7z equivalent.
Title: Re: GroovyMAME 0.190 - Switchres v0.017e
Post by: Dr.Venom on October 15, 2017, 08:43:33 am
definitely nobody is using my builds anymore.

You're being sarcastic  ;)

I guess many/most (some?) people like the suppression patched exe's that bit better than the non-patched ones.. 

Personally I would have liked you to keep that patch in the official "groovy" release, but I do understand your position on it given the quite vicious stance of the official mame devs on supression patches, and you being connected more closely with them now.

You could consider releasing both a non-patched and a patched binary (even while keeping the default ini settting for the patched version on "off"). That way -you- don't choose sides, but let the users do. Everybody would (could) be happy and the download statistics would speak for themselves. 
Title: Re: GroovyMAME 0.190 - Switchres v0.017e
Post by: funkycochise on October 15, 2017, 11:31:57 am
It’s important that your « official » build remains available.
Even if we, experienced user, know what they need (special build),
I believe it’s important for newcomers to keep groovy simple.

thank you for your work, Calamity
Title: Re: GroovyMAME 0.190 - Switchres v0.017e
Post by: haynor666 on October 18, 2017, 03:36:59 pm
I don't update groovymame every release and if I do I compile groovymame with my custom mods plus mods imported from ARCADE32/64 :)
Title: Re: GroovyMAME 0.190 - Switchres v0.017e
Post by: m.andrade1 on October 20, 2017, 08:33:49 am
Hello Guys
I recentely donwload funkycochise 32bit 0.190 nag version, but seems its running super fast, like thothole is enable, i disable it on mame.ini and try to force refresh sync, but no effect.
Does anyone had this increase speed issue in that version?

Thanks
Marcos
Title: Re: GroovyMAME 0.190 - Switchres v0.017e
Post by: philexile on October 31, 2017, 09:24:54 pm
Hello,

Can an updated GroovyMame build for the .191 romset be posted?

Thank you!!
Title: Re: GroovyMAME 0.190 - Switchres v0.017e
Post by: haynor666 on November 01, 2017, 11:12:08 am
Groovymame32 191 - https://mega.nz/#!t88TxAiC!a9TVG0feKXo4YuRRVEzVB500-5EwZ7OIkKLF4uuHuZk (https://mega.nz/#!t88TxAiC!a9TVG0feKXo4YuRRVEzVB500-5EwZ7OIkKLF4uuHuZk)
Groovymame64 191 d3d9ex - https://mega.nz/#!F1knQSzL!OtpxWr0MoJo0GTNDIaa5NX8sX59FeZ89G7O6ezQJrAM (https://mega.nz/#!F1knQSzL!OtpxWr0MoJo0GTNDIaa5NX8sX59FeZ89G7O6ezQJrAM)

NOTE. d3d9ex build is untested.
Title: Re: GroovyMAME 0.190 - Switchres v0.017e
Post by: Jonny G on November 01, 2017, 01:28:37 pm
Are these using prev. version patches Haynor? Or are they from the Arcade fork?
Title: Re: GroovyMAME 0.190 - Switchres v0.017e
Post by: retrorepair on November 01, 2017, 06:13:45 pm
Ah cool, time to test out this Cave SH3 speed boost, thanks Haynor  :cheers:
Title: Re: GroovyMAME 0.190 - Switchres v0.017e
Post by: Kidpanda on November 02, 2017, 12:13:53 am
Groovymame32 191 - https://mega.nz/#!t88TxAiC!a9TVG0feKXo4YuRRVEzVB500-5EwZ7OIkKLF4uuHuZk (https://mega.nz/#!t88TxAiC!a9TVG0feKXo4YuRRVEzVB500-5EwZ7OIkKLF4uuHuZk)
Groovymame64 191 d3d9ex - https://mega.nz/#!F1knQSzL!OtpxWr0MoJo0GTNDIaa5NX8sX59FeZ89G7O6ezQJrAM (https://mega.nz/#!F1knQSzL!OtpxWr0MoJo0GTNDIaa5NX8sX59FeZ89G7O6ezQJrAM)

NOTE. d3d9ex build is untested.

Just tested d3d9ex build with SH-3 games, ran great. Was able to clear Mushi Futari 1.5 amd got to stage 5 on Pink Sweets. DFK ran faster as well. Thanks!
Title: Re: GroovyMAME 0.190 - Switchres v0.017e
Post by: funkycochise on November 02, 2017, 05:01:47 am
Groovymame32 191 - https://mega.nz/#!t88TxAiC!a9TVG0feKXo4YuRRVEzVB500-5EwZ7OIkKLF4uuHuZk (https://mega.nz/#!t88TxAiC!a9TVG0feKXo4YuRRVEzVB500-5EwZ7OIkKLF4uuHuZk)
Groovymame64 191 d3d9ex - https://mega.nz/#!F1knQSzL!OtpxWr0MoJo0GTNDIaa5NX8sX59FeZ89G7O6ezQJrAM (https://mega.nz/#!F1knQSzL!OtpxWr0MoJo0GTNDIaa5NX8sX59FeZ89G7O6ezQJrAM)

NOTE. d3d9ex build is untested.
Thank you haynor666, nice work as always
tested d3dex with mmpork and ddpdfk. All 100%

For those who asked : yes it includes no nag patch.
I need to update my rom set for additional tests (in progress).
Title: Re: GroovyMAME 0.190 - Switchres v0.017e
Post by: haynor666 on November 02, 2017, 05:22:40 am
My own builds will come today in next 3 hours.
Title: Re: GroovyMAME 0.190 - Switchres v0.017e
Post by: Jonny G on November 02, 2017, 08:15:13 am
Where are you getting the patches from? Muuuuuuuust buuuuuuuuild!!!
Title: Re: GroovyMAME 0.190 - Switchres v0.017e
Post by: haynor666 on November 02, 2017, 03:07:44 pm
This is GM 191 based on official GM 190 diff. It required small fix for osdobj_common.cpp file, that's all.

My custom build are in usual place.
Title: Re: GroovyMAME 0.190 - Switchres v0.017e
Post by: michino on November 03, 2017, 11:08:23 am
This is GM 191 based on official GM 190 diff. It required small fix for osdobj_common.cpp file, that's all.

My custom build are in usual place.

and the place is?  :-\
Title: Re: GroovyMAME 0.190 - Switchres v0.017e
Post by: haynor666 on November 03, 2017, 11:37:00 am
http://forum.arcadecontrols.com/index.php/topic,154799.0.html (http://forum.arcadecontrols.com/index.php/topic,154799.0.html) :)
Title: Re: GroovyMAME 0.190 - Switchres v0.017e
Post by: michino on November 03, 2017, 12:04:50 pm
Thanks  :applaud:
Title: Re: GroovyMAME 0.190 - Switchres v0.017e
Post by: Sledge on November 11, 2017, 10:50:03 pm
Anyone tested the Cave speed improvements in .191 ?
Title: Re: GroovyMAME 0.190 - Switchres v0.017e
Post by: haynor666 on November 12, 2017, 08:26:15 am
Muchi Muchi Pork
mame 189 - 248%
mame 191 - 648%

Tested on 4670k windows 7 x64. Muchi Muchi Pork was the slowest game in cv1k driver.

BTW. in mame 192 Akai Katana will be added ;)
Title: Re: GroovyMAME 0.190 - Switchres v0.017e
Post by: michino on November 13, 2017, 05:42:39 am
BTW. in mame 192 Akai Katana will be added ;)

Any date for That?  :applaud: :applaud: :applaud: :applaud: :applaud: :applaud:
Title: Re: GroovyMAME 0.190 - Switchres v0.017e
Post by: brad808 on November 13, 2017, 07:12:12 am
BTW. in mame 192 Akai Katana will be added ;)

Any date for That?  :applaud: :applaud: :applaud: :applaud: :applaud: :applaud:
If you look around there are already builds that have it and the ROM. If not probably end of Nov?
Title: Re: GroovyMAME 0.190 - Switchres v0.017e
Post by: haynor666 on November 13, 2017, 07:36:20 am
I have my personal build from yesterday when Akai Katana is supported. I could upload it.
Title: Re: GroovyMAME 0.190 - Switchres v0.017e
Post by: funkycochise on November 13, 2017, 01:34:05 pm
It would be great.  :afro:
Title: Re: GroovyMAME 0.190 - Switchres v0.017e
Post by: haynor666 on November 13, 2017, 02:22:54 pm
It's here - http://forum.arcadecontrols.com/index.php/topic,154799.msg1635527.html#msg1635527 (http://forum.arcadecontrols.com/index.php/topic,154799.msg1635527.html#msg1635527)
Title: Re: GroovyMAME 0.190 - Switchres v0.017e
Post by: josete2k on November 14, 2017, 03:33:00 pm
BTW. in mame 192 Akai Katana will be added ;)

Any date for That?  :applaud: :applaud: :applaud: :applaud: :applaud: :applaud:

MAME official releases are at the last wednesday of the month.

So 0.192 will be out at 11-22-2017
Title: Re: GroovyMAME 0.190 - Switchres v0.017e
Post by: michino on November 14, 2017, 04:36:41 pm
BTW. in mame 192 Akai Katana will be added ;)

Any date for That?  :applaud: :applaud: :applaud: :applaud: :applaud: :applaud:

MAME official releases are at the last wednesday of the month.

So 0.192 will be out at 11-22-2017

Thanks  :applaud:
Title: Re: GroovyMAME 0.190 - Switchres v0.017e
Post by: strontium on November 24, 2017, 10:32:34 am
qq, I'd love to try out the Cave speed benefits of 191 but there is still no official linux release been put out. Would the 190 groovymame diff be fine to use with the 191 mame source if I wanted to roll my own? Sorry if this has been asked before it's just I'd love to compile it this weekend and wanted to know before I try.

Thanks,

Strontium
Title: Re: GroovyMAME 0.190 - Switchres v0.017e
Post by: haynor666 on November 24, 2017, 11:03:56 am
Patch 190 needs only small modification to make it work with 191 source.

I attached my modified source.
Title: Re: GroovyMAME 0.190 - Switchres v0.017e
Post by: strontium on November 24, 2017, 11:10:49 am
 :applaud: :applaud:
Thanks haynor666, I'll have a go at this over the weekend.
Title: Re: GroovyMAME 0.192 - Switchres v0.017f
Post by: Calamity on November 29, 2017, 05:28:36 pm
GroovyMAME 0.192 is out!

What's new in SwitchRes v0.017f (November 2017):

- (Windows) Fixed bug that caused GM to crash with Direct3D9Ex when no suitable video mode mode was found.

- Added new monitor preset for 15.7/31.5 kHz dual-sync monitors (arcade_15_31).
Title: Re: GroovyMAME 0.192 - Switchres v0.017f
Post by: michino on November 29, 2017, 05:59:16 pm
Thanks Calamity...  :applaud: :applaud: :applaud: :applaud:
Title: Re: GroovyMAME 0.192 - Switchres v0.017f
Post by: funkycochise on December 01, 2017, 03:36:40 am
groovy mame nonag d3dex 64 0.192
https://tinyurl.com/y9kdko2f (https://tinyurl.com/y9kdko2f)
groovy mame nonag d3dex 32 0.192
https://tinyurl.com/ycq4fep7 (https://tinyurl.com/ycq4fep7)
Title: Re: GroovyMAME 0.192 - Switchres v0.017f
Post by: michino on December 01, 2017, 04:50:38 am
groovy mame nonag d3dex 64 0.192

https://tinyurl.com/y9kdko2f (https://tinyurl.com/y9kdko2f)

Thanks funkycochise.

In video we must put d3d ?
Title: Re: GroovyMAME 0.192 - Switchres v0.017f
Post by: funkycochise on December 01, 2017, 08:22:39 am
that’s it
Title: Re: GroovyMAME 0.192 - Switchres v0.017f
Post by: funkycochise on December 01, 2017, 02:20:15 pm
added version 32
Title: Re: GroovyMAME 0.192 - Switchres v0.017f
Post by: Sledge on December 04, 2017, 04:10:15 am
that’s it
And nothing else?
I'm upgrading from .182
Title: Re: GroovyMAME 0.192 - Switchres v0.017f
Post by: Calamity on December 04, 2017, 06:35:09 am
If you leave -video auto (default) D3D9ex will be picked automatically too. You only need to edit the -monitor option these days.
Title: Re: GroovyMAME 0.192 - Switchres v0.017f
Post by: Sledge on December 05, 2017, 10:21:34 pm
Looks like i was upgrading from .169 lol..

Any idea why GM is choosing a bad resolution for Sfight2? ...or is that just a bad rom?

Thanks

(seems i have issues every time i upgrade haha)
Title: Re: GroovyMAME 0.192 - Switchres v0.017f
Post by: michino on December 06, 2017, 10:38:26 am
Looks like i was upgrading from .169 lol..

Any idea why GM is choosing a bad resolution for Sfight2? ...or is that just a bad rom?

Thanks

(seems i have issues every time i upgrade haha)

Have you created the new mame.ini? and update the roms? its a big update from 0.182 and some roms may not work properly.
Title: Re: GroovyMAME 0.192 - Switchres v0.017f
Post by: Sledge on December 06, 2017, 04:07:10 pm
Looks like i was upgrading from .169 lol..

Any idea why GM is choosing a bad resolution for Sfight2? ...or is that just a bad rom?

Thanks

(seems i have issues every time i upgrade haha)

Have you created the new mame.ini? and update the roms? its a big update from 0.182 and some roms may not work properly.
yes, of course :)
Title: Re: GroovyMAME 0.192 - Switchres v0.017f
Post by: Calamity on December 07, 2017, 09:24:58 am
Looks like i was upgrading from .169 lol..

Any idea why GM is choosing a bad resolution for Sfight2? ...or is that just a bad rom?

Thanks

(seems i have issues every time i upgrade haha)

That log corresponds to a pinball that is reported as non-working by MAME. Is that correct?
Title: Re: GroovyMAME 0.192 - Switchres v0.017f
Post by: Sledge on December 07, 2017, 04:46:28 pm
Looks like i was upgrading from .169 lol..

Any idea why GM is choosing a bad resolution for Sfight2? ...or is that just a bad rom?

Thanks

(seems i have issues every time i upgrade haha)

That log corresponds to a pinball that is reported as non-working by MAME. Is that correct?
oh.. i thought it was streetfighter 2
i'll look into it :)
Cheers

yup.. SF2 pinball machine haha
my bad
Title: Re: GroovyMAME 0.192 - Switchres v0.017f
Post by: DaddyLongLegs on December 15, 2017, 08:15:54 am
I feel really embarrassed having to ask this but which version of groovymame should I download? d3d9ex? Or the non-d3d9ex one? I am using a genuine arcade monitor with Ultimarc i/o stuff and CRTEmudriver on a Windows 10 core i7 machine if any of that makes a difference.

Also I am upgrading from groovymame 189. Is it OK if I used the same mame.ini (took me forever to set up) or did the mame.ini also change and I will have to replace it for 192?

Thanks all :)
Title: Re: GroovyMAME 0.192 - Switchres v0.017f
Post by: keropi on December 15, 2017, 09:02:03 am
^ get the D3D9ex version it offers less lag
Title: Re: GroovyMAME 0.192 - Switchres v0.017f
Post by: DaddyLongLegs on December 15, 2017, 09:25:50 am
^ get the D3D9ex version it offers less lag

Thanks! Just curious; why is the non-D3D9ex version even offered then?
Title: Re: GroovyMAME 0.192 - Switchres v0.017f
Post by: Calamity on December 15, 2017, 10:27:30 am
Thanks! Just curious; why is the non-D3D9ex version even offered then?

There are still some Windows XP users out there.
Title: Re: GroovyMAME 0.192 - Switchres v0.017f
Post by: imtrashed on December 15, 2017, 10:39:12 am
EDIT: Never mind.  I see that I should use the same version as my MAME.  Thanks. 

If my ROMset is 0.185, should I download the v 0.185 GroovyMAME?  or the newest? 
Title: Re: GroovyMAME 0.192 - Switchres v0.017f
Post by: Calamity on December 15, 2017, 10:46:35 am
EDIT: Never mind.  I see that I should use the same version as my MAME.  Thanks. 

If my ROMset is 0.185, should I download the v 0.185 GroovyMAME?  or the newest?

Well, yes... but if you ask me you'd better get the latest GM and do an incremental upgrade of your roms up to the latest version. We can't tell you how.
Title: Re: GroovyMAME 0.192 - Switchres v0.017f
Post by: imtrashed on December 15, 2017, 11:11:07 am
EDIT: Never mind.  I see that I should use the same version as my MAME.  Thanks. 

If my ROMset is 0.185, should I download the v 0.185 GroovyMAME?  or the newest?

Well, yes... but if you ask me you'd better get the latest GM and do an incremental upgrade of your roms up to the latest version. We can't tell you how.
Would that entail periodically downloading just the newest GM executable and replacing the ROMs I own with new versions? 
Title: Re: GroovyMAME 0.192 - Switchres v0.017f
Post by: Calamity on December 15, 2017, 11:27:07 am
Would that entail periodically downloading just the newest GM executable and replacing the ROMs I own with new versions?

That's what we all do once we learn. Sticking to a special treasure romset is a typical beginner mistake (not meaning you're a beginner).
Title: Re: GroovyMAME 0.192 - Switchres v0.017f
Post by: DaddyLongLegs on December 15, 2017, 09:51:22 pm
OK so I upgraded my groovymame from 189 to 192 and now I am having an issue where my custom vertical.ini file is being ignored.

Basically I set it up so that vertical games like Pac Man, Donkey Kong, etc. resized themselves a bit because way too much information was missing from the top and bottom of my arcade CRT. I loved the way I had it set up. But now after upgrading, it's back to showing those games where I am missing a ton of information on screen.

I checked my vertical.ini and all my info is still in there.

Hell, I even pasted the data from vertical.ini into crt_range0 in mame.ini and it ignores it even there!

Any ideas what I could have screwed up? I followed the OP exactly. I downloaded the newest mame, extracted it to my old mame folder, and then downloaded groovymame, and extracted that to my old mame folder.

Any help would be greatly appreciated!
Title: Re: GroovyMAME 0.192 - Switchres v0.017f
Post by: krick on December 16, 2017, 02:09:04 am
Any ideas what I could have screwed up? I followed the OP exactly. I downloaded the newest mame, extracted it to my old mame folder, and then downloaded groovymame, and extracted that to my old mame folder.

I'm not sure what the specific cause of your problem is, but you should always start with an empty folder.  Extract the official MAME release into that empty folder first.  Then extract groovymame into the folder with the new copy of MAME.  Create a brand new mame.ini file with groovymame -cc   and then configure as necessary.

Copying over an old installation is a recipe for problems.
Title: Re: GroovyMAME 0.192 - Switchres v0.017f
Post by: Calamity on December 16, 2017, 03:23:10 am
You probably didn't set -monitor custom in mame.ini.

My recent GM packages already contain the whole MAME folder, not just the .exe. Even mame.ini is included now.
Title: Re: GroovyMAME 0.192 - Switchres v0.017f
Post by: michino on December 16, 2017, 09:49:33 am
You probably didn't set -monitor custom in mame.ini.

My recent GM packages already contain the whole MAME folder, not just the .exe. Even mame.ini is included now.

Thanks for that  :applaud: :applaud: :applaud: :applaud:
Title: Re: GroovyMAME 0.192 - Switchres v0.017f
Post by: DaddyLongLegs on December 16, 2017, 10:39:47 am
You probably didn't set -monitor custom in mame.ini.

My recent GM packages already contain the whole MAME folder, not just the .exe. Even mame.ini is included now.

Thank you! That fixed it. I don't remember doing that for 189 so I guess it's a new requirement?

Also the OP should be updated that we no longer have to download the regular MAME :)

When updating groovymame is it safe to keep my old mame.ini so I don't have to redo it every time? Or does mame.ini usually change a bit with mame updates?
Title: Re: GroovyMAME 0.192 - Switchres v0.017f
Post by: scarty on December 21, 2017, 04:42:25 pm
Would the R7 250 be a safe choice for 15kHz RGB Scart European CRT TV? (Only CRT tv.) As good as Radeon 7000 to the HD 7xxx cards (they are especially recommended at the beginning of this topic)? Thanks!
Title: Re: GroovyMAME 0.192 - Switchres v0.017f
Post by: krick on December 21, 2017, 10:56:07 pm
When updating groovymame is it safe to keep my old mame.ini so I don't have to redo it every time? Or does mame.ini usually change a bit with mame updates?

It's definitely possible for mame.ini options to change from one version to the next as well as the way it interprets the values in those options.  I seem to recall reading somewhere that if you have an existing mame.ini file (from an older version) in the directory and you issue the   mame64.exe -cc     command, it will consume the existing mame.ini before writing out the new mame.ini with the end result that any valid options in the old file are transferred over to the new file.   I haven't tried this myself to verify and I guess it's possible that an old now-invalid option could cause MAME to crash during the process, but it's certainly worth a try if it works most of the time.
Title: Re: GroovyMAME 0.192 - Switchres v0.017f
Post by: DaddyLongLegs on December 23, 2017, 12:20:24 pm
When updating groovymame is it safe to keep my old mame.ini so I don't have to redo it every time? Or does mame.ini usually change a bit with mame updates?

It's definitely possible for mame.ini options to change from one version to the next as well as the way it interprets the values in those options.  I seem to recall reading somewhere that if you have an existing mame.ini file (from an older version) in the directory and you issue the   mame64.exe -cc     command, it will consume the existing mame.ini before writing out the new mame.ini with the end result that any valid options in the old file are transferred over to the new file.   I haven't tried this myself to verify and I guess it's possible that an old now-invalid option could cause MAME to crash during the process, but it's certainly worth a try if it works most of the time.

That is awesome! I will try that the next update!
Title: Re: GroovyMAME 0.193 - Switchres v0.017f
Post by: Calamity on December 27, 2017, 01:52:54 pm
GroovyMAME 0.193 is out!

(still Switchres v0.017f)
Title: Re: GroovyMAME 0.193 - Switchres v0.017f
Post by: Dr.Venom on December 28, 2017, 04:56:11 am
Thanks for the (very quick) update Calamity!  :cheers:
Title: Re: GroovyMAME 0.193 - Switchres v0.017f
Post by: funkycochise on December 28, 2017, 08:05:30 am
Thanks Calamity,

here are the usual d3dex no nag versions
https://tinyurl.com/y78gdns8 (https://tinyurl.com/y78gdns8) 32 bits
https://tinyurl.com/y8knn62l (https://tinyurl.com/y8knn62l) 64 bits
Title: Re: GroovyMAME 0.193 - Switchres v0.017f
Post by: Doozer on December 28, 2017, 10:31:30 am


I have uploaded the Linux version too. Enjoy!

Title: Re: GroovyMAME 0.193 - Switchres v0.017f
Post by: yakk11 on January 06, 2018, 03:46:34 pm
Can somebody please upload a nonag D3D9 64bit version?  I cannot get a successful compile working.   :banghead:
Title: Re: GroovyMAME 0.193 - Switchres v0.017f
Post by: processedmeat on January 10, 2018, 02:26:33 am
nvm
Title: Re: GroovyMAME 0.193 - Switchres v0.017f
Post by: keropi on January 10, 2018, 02:45:02 pm
Can somebody please upload a nonag D3D9 64bit version?  I cannot get a successful compile working.   :banghead:

still looking for it?
Title: Re: GroovyMAME 0.193 - Switchres v0.017f
Post by: yakk11 on January 11, 2018, 05:35:01 pm
Can somebody please upload a nonag D3D9 64bit version?  I cannot get a successful compile working.   :banghead:

still looking for it?

Yes, I can't get a working version for my 2 windows xp machines. 
Title: Re: GroovyMAME 0.193 - Switchres v0.017f
Post by: funkycochise on January 13, 2018, 06:39:06 am
my build didn’t work for you ?
Title: Re: GroovyMAME 0.193 - Switchres v0.017f
Post by: keropi on January 13, 2018, 11:41:35 am
Yes, I can't get a working version for my 2 windows xp machines.

try this  :cheers:
http://www.mediafire.com/file/a2adsay149gc49i/groovymame64_0193.017f_suppression0193.rar (http://www.mediafire.com/file/a2adsay149gc49i/groovymame64_0193.017f_suppression0193.rar)
Title: Re: GroovyMAME 0.193 - Switchres v0.017f
Post by: Guepardo on January 20, 2018, 05:58:42 pm
Greetings:
I have two arcade machines with Archlinux GroovyArcade 2014.04.24 and GroovyMAME 0.152.
Last time I tried to upgrade GroovyMAME I had to reinstall the 0.152 version, because USB gamepads didn't work. If I remember right Direct Input was disabled because it caused a bug, a lag or a slowdown can't find the info on the web.
Current GroovyMAME version is 0.193. Does the Archlinux version have support for USB gamepads?.
Thanks in advance ;).
Title: Re: GroovyMAME 0.193 - Switchres v0.017f
Post by: Doozer on January 22, 2018, 08:32:28 am

I can answer for groovymame and confirm that the latest version has support for direct input inside Linux.
Title: Re: GroovyMAME 0.193 - Switchres v0.017f
Post by: Guepardo on January 22, 2018, 01:02:17 pm

I can answer for groovymame and confirm that the latest version has support for direct input inside Linux.

Thats great, Doozer, thanks a lot ;).
Title: Re: GroovyMAME 0.193 - Switchres v0.017f
Post by: telonio on January 22, 2018, 03:42:13 pm
Hello,

I have an arcade machine with Win7x64/3gb/ATI HD4350 and groovymame64_0193.017f_d3d9ex. I have an slowdown issue with most vertical games in interlace mode that have scrolling. Such as flying shark, mercs, outzone etc. There is no slowdown with horizontal games. Attached flying shark txt and mercs txt.

Thanks in advance.
Title: Re: GroovyMAME 0.193 - Switchres v0.017f
Post by: yakk11 on January 22, 2018, 06:28:30 pm
Yes, I can't get a working version for my 2 windows xp machines.

try this  :cheers:
http://www.mediafire.com/file/a2adsay149gc49i/groovymame64_0193.017f_suppression0193.rar (http://www.mediafire.com/file/a2adsay149gc49i/groovymame64_0193.017f_suppression0193.rar)

Thank you! This is working for me!
Title: Re: GroovyMAME 0.193 - Switchres v0.017f
Post by: Calamity on January 22, 2018, 06:55:48 pm
Hello,

I have an arcade machine with Win7x64/3gb/ATI HD4350 and groovymame64_0193.017f_d3d9ex. I have an slowdown issue with most vertical games in interlace mode that have scrolling. Such as flying shark, mercs, outzone etc. There is no slowdown with horizontal games. Attached flying shark txt and mercs txt.

Thanks in advance.

http://geedorah.com/eiusdemmodi/forum/viewtopic.php?id=344 (http://geedorah.com/eiusdemmodi/forum/viewtopic.php?id=344)
Title: Re: GroovyMAME 0.193 - Switchres v0.017f
Post by: Calamity on February 01, 2018, 07:38:41 am
GroovyMAME 0.194 - Switchres v0.017g is out!

What's new in Switchres v0.017g

- Fixed D3D9ex windowed mode.
- Fixed multimonitor (D3D9ex only).




Well, multimonitor turned out to be broken, now it's fixed for the D3D93x.

Now, testing on Windows 8 only D3D9ex build works with multimonitor, probably it's the same for 7. D3D9 build's multimonitor feature is broken. It is broken in baseline too. It used to work for sure, but I believe last time I tested it successfully it was still under XP. I've tracked the issue back to 0.175 and it was already there, so I guess this is a compatibility problem with D3D9 and Windows 7+. So Windows 7+ users: make sure to use D3D9ex only for now on.

Another note: while testing the D3D9 build I've stumbled on an issue that's nearly made me go crazy. Once you launch GM with multimonitor and the screens get messed, the OS somehow blacklists that executable and since then it's launched in a small window no matter what you do. It gets cursed. After some hours I've found that Windows keeps those cursed executables in the registry, here:

HKEY_CURRENT_USER\Software\Microsoft\Direct3D\Shims\MaximizedWindowedMode

If you run into this issue, run Regedit and kill that key.

Title: Re: GroovyMAME 0.194 - Switchres v0.017g
Post by: funkycochise on February 01, 2018, 01:25:20 pm
Many thanks Calamity,
I’ll try this out quickly

 :cheers:
Title: Re: GroovyMAME 0.193 - Switchres v0.017f
Post by: Paradroid on February 01, 2018, 02:18:33 pm
GroovyMAME 0.194 - Switchres v0.017g is out!

Very nice! Thank you! Amazing development pace lately! :)
Title: Re: GroovyMAME 0.194 - Switchres v0.017g
Post by: josete2k on February 01, 2018, 02:54:47 pm
WOW. That's impressive.

Thanks...

Waiting for the nonag version.
Title: Re: GroovyMAME 0.194 - Switchres v0.017g
Post by: keropi on February 01, 2018, 03:22:52 pm
thanks Calamity for the update!

Personally I'll stay at 0.192 for the time being... all these issues with d3d and frames and monitors is really getting to my nerves, I am waiting patiently for a framebuffer card or something like that to be released and get rid of all these layers. Not sure if it is possible yet or at all though....
Title: Re: GroovyMAME 0.194 - Switchres v0.017g
Post by: Calamity on February 01, 2018, 04:27:16 pm
Personally I'll stay at 0.192 for the time being...

Please don't: 0.192 has d3d bugs that are now fixed in 0.194.
Title: Re: GroovyMAME 0.194 - Switchres v0.017g
Post by: Paradroid on February 01, 2018, 05:15:03 pm
I am waiting patiently for a framebuffer card or something like that to be released and get rid of all these layers.

That seems like the ultimate solution, eh?

I guess it would take some genius-level hardware person with the same 15 kHz CRT passion that Calamity has shown for the software side of the equation.
Title: Re: GroovyMAME 0.194 - Switchres v0.017g
Post by: Calamity on February 01, 2018, 05:33:27 pm
It's the ultimate solution indeed. Check the Arvid project, it's already happening. If only 10% of the energies that are going into building gadgets for the raspberry thing were focused on building a fully programmable framebuffer card we'd be already there.

Then users would realize they can't use any of their familiar emulators as the framebuffer card will require specially written versions of everything and they will miss the good old days of the Emudriver, test mode, etc.  ;D
Title: Re: GroovyMAME 0.194 - Switchres v0.017g
Post by: keropi on February 01, 2018, 07:00:27 pm
Personally I'll stay at 0.192 for the time being...

Please don't: 0.192 has d3d bugs that are now fixed in 0.194.

Even if I don't care about multi-screen? using the D3D9ex version if that makes any difference
I would gladly "sacrifice" the other emus for a framebuffer-groovymame  :cheers:
Keeping an eye or arvid since it was posted here but I lack the knowledge to be any help on it...
Title: Re: GroovyMAME 0.194 - Switchres v0.017g
Post by: Calamity on February 02, 2018, 02:52:18 am
I must be a zero on communication skills. Multimonitor on W7 has probably been broken for years (for both d3d & d3d9ex, both baseline & groovy). It's only now with 0.194 that you have a fully working multimonitor feature (groovy d3d9ex build). If it wasn't for the XP remora I would be killing the D3D build right away.

Edit: sorry keropi, I now see what you meant. By your rant on d3d I understood you thought it was a regression on 0.194.
Title: Re: GroovyMAME 0.194 - Switchres v0.017g
Post by: josete2k on February 02, 2018, 07:10:41 am
Hi, I'm gong to install W7 x86 because the wingun drivers (they are not  compatible with x64 system).

So, is there any chance to get crt emudriver and groovymame working on Windows 7 x86?

Title: Re: GroovyMAME 0.194 - Switchres v0.017g
Post by: keropi on February 02, 2018, 04:30:25 pm
no worries Calamity :)
will update to 0.194 in the next few days
Title: Re: GroovyMAME 0.194 - Switchres v0.017g
Post by: funkycochise on February 03, 2018, 11:54:21 am
32 bits nonag d3d9ex
https://tinyurl.com/yce699gl (https://tinyurl.com/yce699gl)

64 bits nonag d3d9ex
https://tinyurl.com/y9t44pe2 (https://tinyurl.com/y9t44pe2)
Title: Re: GroovyMAME 0.194 - Switchres v0.017g
Post by: yakk11 on February 03, 2018, 08:27:53 pm
Any chance for a D3D9 x64 compile? :D

*UPDATE* I finally figured out why my compiles were not working.  :applaud:
Title: Re: GroovyMAME 0.194 - Switchres v0.017g
Post by: josete2k on February 05, 2018, 02:54:43 pm
My personal compilation for my cabinet (XP 32bit):


https://mega.nz/#!2Zw0HCgI!Ax2bLs0MC1afewzG1DoG5pEMaCQ3Dx0VS8UDe27a8rE

Just the nonag 32 bit only-arcade.
Title: Re: GroovyMAME 0.194 - Switchres v0.017g
Post by: antoniomauro on February 06, 2018, 03:31:38 am
A question: Why when i compile from source the executable is always bigger than precompiled binary taken from mamedev?
Title: Re: GroovyMAME 0.194 - Switchres v0.017g
Post by: Calamity on February 06, 2018, 04:22:24 am
A question: Why when i compile from source the executable is always bigger than precompiled binary taken from mamedev?

Because MAMEdev uses the STRIP_SYMBOLS option:

Code: [Select]
make SYMLEVEL=1 SYMBOLS=1 STRIP_SYMBOLS=1
(you'll need to do fresh build to see the difference)
Title: Re: GroovyMAME 0.194 - Switchres v0.017g
Post by: antoniomauro on February 07, 2018, 03:14:53 am
thanks!
Title: Re: GroovyMAME 0.194 - Switchres v0.017g
Post by: michino on February 08, 2018, 03:38:21 pm
32 bits nonag d3d9ex
https://tinyurl.com/yd79l99j (https://tinyurl.com/yd79l99j)

64 bits nonag d3d9ex
https://tinyurl.com/y7byvdj5 (https://tinyurl.com/y7byvdj5)

Sorry funkycochise imposible to download, always and error.
Title: Re: GroovyMAME 0.194 - Switchres v0.017g
Post by: funkycochise on February 08, 2018, 11:24:33 pm
32 bits nonag d3d9ex
https://tinyurl.com/yce699gl (https://tinyurl.com/yce699gl)

64 bits nonag d3d9ex
https://tinyurl.com/y9t44pe2 (https://tinyurl.com/y9t44pe2)

Sorry funkycochise imposible to download, always and error.
my cloud provider id currently having troubles. I hope it will be available within the day  :timebomb:
else I'll share this elsewhere

in the meantime, you can use the great haynor666 build
http://forum.arcadecontrols.com/index.php/topic,154799.0.html (http://forum.arcadecontrols.com/index.php/topic,154799.0.html)
Title: Re: GroovyMAME 0.194 - Switchres v0.017g
Post by: funkycochise on February 09, 2018, 09:00:56 am
links are available again (warning : tiny links have changed in the post above)
Title: Re: GroovyMAME 0.194 - Switchres v0.017g
Post by: boliva on February 11, 2018, 04:18:35 pm
hello everyone. I'm running groovymame on my cabinet under linux (my setup: debian 9, rgb-modded crt tv, kernel 4.9.51 with edid patch (https://github.com/Ansa89/linux-15khz-patch), xorg with patched nouveau driver). Initially I built groovymame 0.171 but I had some issues with neogeo games (some would run with missing gfx layers, most would crash or wouldn't run at all). I tried building the most recent version of groovymame (0.194) and neogeo games worked fine, but everything ran at about 300% speed. I had to disable autosync for them to run normally, but now I have a problem with cps2 games where the audio sounds distorted (to better describe it imagine an old record playing at an irregular speed). This only seems to affect background music, as the sfx sound normal to me. I also tried building a somewhat older version of GM (0.185) with the same results: I had to disable autosync and cps2 games get distorted audio (but neogeo titles work ok). I triple checked that the roms and bios versions match up with the mame build I'm running.


edit/update: it seems the audio distortion issue (I don't know how else to call it) not only happens on CPS2 games but it's where it's more noticeable. I played a few minutes of the simpsons game and I could definitely hear the audio being 'out of tune' a few times. Please find attached a couple of log files from running the same game in GM 0.194 with both autosync enabled and disabled. I also noticed that disabling autosync but manually enabling syncrefresh produces the same result (the game running at ~300% speed) so I suspect that perhaps it has to do with either X11/xorg or my hardware driver (patched nouveau) isn't correctly reporting the native refresh rate of the video card / display. Any help would be greatly appreciated, I'm more than willing to test new features/options/patches.
Title: Re: GroovyMAME 0.194 - Switchres v0.017g
Post by: Calamity on February 12, 2018, 04:35:56 am
Hi boliva,

Try using -video opengl

(your logs show -video sdl is in use, which does not support drm-based vsync that GM relies on)
Title: Re: GroovyMAME 0.194 - Switchres v0.017g
Post by: boliva on February 12, 2018, 04:20:01 pm
Hi boliva,

Try using -video opengl

(your logs show -video sdl is in use, which does not support drm-based vsync that GM relies on)

Hi Calamity, thank you for looking into this. I can't believe it was such an easy fix. I was using SDL since 'video' was set to 'auto', which is the default. Shouldn't (at least) GM try with GL first if autosync / syncrefresh is enabled?
Title: Re: GroovyMAME 0.195 - Switchres v0.017g
Post by: Calamity on February 28, 2018, 01:35:23 pm
GroovyMAME 0.195 - Switchres v0.017g is out!
Title: Re: GroovyMAME 0.195 - Switchres v0.017g
Post by: alex_bb23 on February 28, 2018, 01:55:45 pm
Let's see what's new.

Thank you, Calamity!
Title: Re: GroovyMAME 0.195 - Switchres v0.017g
Post by: Paradroid on March 01, 2018, 11:12:47 am
GroovyMAME 0.195 - Switchres v0.017g is out!

Wow! That was F-A-S-T!!!

Thanks! :)
Title: Re: GroovyMAME 0.196 - Switchres v0.017h
Post by: Calamity on March 29, 2018, 07:51:41 am
GroovyMAME 0.196 is out!

What's new in Switchres v0.017h (March 2018)

- Added slider control for frame delay [intealls]

- Added speed statistics to the -bench command to estimate the right value of frame delay for a specific game [intealls]
Title: Re: GroovyMAME 0.196 - Switchres v0.017h
Post by: josete2k on March 29, 2018, 09:12:17 am
Thanks.
Title: Re: GroovyMAME 0.196 - Switchres v0.017h
Post by: funkycochise on March 29, 2018, 10:04:03 am
 Thank you !
Title: Re: GroovyMAME 0.196 - Switchres v0.017h
Post by: Paradroid on March 29, 2018, 01:21:26 pm
GroovyMAME 0.196 is out!

Wow! Great MAME release (C chip!) and a great Groovy release too. Well done and thanks! :)


Sent from my SM-G955F using Tapatalk

Title: Re: GroovyMAME 0.196 - Switchres v0.017h
Post by: Doozer on March 29, 2018, 01:59:47 pm
The Linux groovymame version is available too!
Title: Re: GroovyMAME 0.196 - Switchres v0.017h
Post by: josete2k on March 30, 2018, 12:39:12 pm
I can't proper run MSYS32 so I cannot compile this mame. I'm on W7 x86 and make.exe don't want to work on my computer...



Could someone, please, compile a nonag groovymame for my XP cabinet (32bit)?



I attached the needed files (I think I didn't make any mistake).

Title: Re: GroovyMAME 0.196 - Switchres v0.017h
Post by: keropi on March 30, 2018, 07:18:17 pm
here you go josete2k : http://www.mediafire.com/file/u3rtkh3i2212qdn/groovymame32_0196.017h_nonag.rar (http://www.mediafire.com/file/u3rtkh3i2212qdn/groovymame32_0196.017h_nonag.rar)
Title: Re: GroovyMAME 0.196 - Switchres v0.017h
Post by: josete2k on March 31, 2018, 02:05:23 am
here you go josete2k : http://www.mediafire.com/file/u3rtkh3i2212qdn/groovymame32_0196.017h_nonag.rar (http://www.mediafire.com/file/u3rtkh3i2212qdn/groovymame32_0196.017h_nonag.rar)

Thanks a lot!!!!!
Title: Re: GroovyMAME 0.196 - Switchres v0.017h
Post by: veggav on April 01, 2018, 08:29:43 am
Have a few noob questions:

Is it possible to have a Nvidia card and Radeon in the same windows 10 system and have CRT emudrive to work on a secondary display?

Also the first post claims R9 support but recommends the 7000 family.
Does the R9 really works?


And if using a dedicated system, with groovymame on windows 10, if you add groovymame to your startup, does it have a front end to select games or you still need a keyboard for that?
Title: Re: GroovyMAME 0.196 - Switchres v0.017h
Post by: vicosku on April 01, 2018, 06:23:26 pm
GroovyMAME 0.196 is out!

What's new in Switchres v0.017h (March 2018)

- Added slider control for frame delay [intealls]

Big thanks to Calamity and Intealls for this feature. However, I can't seem to find it. I assume it should be in the Slider Controls in the tab menu, but I don't see it. I'm sure I'm missing something, but am unsure what. I've attached a log and screenshot. Any ideas?
Title: Re: GroovyMAME 0.196 - Switchres v0.017h
Post by: intealls on April 01, 2018, 08:01:13 pm
Big thanks to Calamity and Intealls for this feature. However, I can't seem to find it. I assume it should be in the Slider Controls in the tab menu, but I don't see it. I'm sure I'm missing something, but am unsure what. I've attached a log and screenshot. Any ideas?

Hi, frame delay needs to be set to (at least) 1 for it to show up.
Title: Re: GroovyMAME 0.196 - Switchres v0.017h
Post by: vicosku on April 01, 2018, 08:51:11 pm
Hi, frame delay needs to be set to (at least) 1 for it to show up.

Thanks, Intealls! Your patch has the added benefit of making it easy to check that Frame_delay is actually active. Apparently at some point my driver-level ini files containing individual frame_delay settings stopped working. I probably wouldn't have realized without this change. Thanks again.
Title: Re: GroovyMAME 0.196 - Switchres v0.017h
Post by: intealls on April 01, 2018, 09:26:12 pm
Hi, frame delay needs to be set to (at least) 1 for it to show up.

Thanks, Intealls! Your patch has the added benefit of making it easy to check that Frame_delay is actually active. Apparently at some point my driver-level ini files containing individual frame_delay settings stopped working. I probably wouldn't have realized without this change. Thanks again.

Don't thank me, thank Calamity. :) He's done all the difficult stuff.
Title: Re: GroovyMAME 0.196 - Switchres v0.017h
Post by: veggav on April 03, 2018, 06:58:05 am
I just got my groovy mame setup working.

I was considering buying a new PC just for emulation but I added a radeon 4850 and Crt emudriver worked. I'm using the VGA output to a Kramer FC 14 to a Sony Trinitron and it's awesome.

Just a question why would anyone want super resolutions?
The only reason I see for it is for those setups that can't output the correct resolution.
But why would you want a game that can be displayed perfectly at 320x240 with switchRes to display 2560x240?
I tried both and while I see little to no difference I rather have the emulator outputting the exact same resolution as the arcade board.
Title: Re: GroovyMAME 0.196 - Switchres v0.017h
Post by: Calamity on April 03, 2018, 07:14:33 am
But why would you want a game that can be displayed perfectly at 320x240 with switchRes to display 2560x240?

Reason 1.- Keep your mode list short *
Reason 2.- Make horizontal centering 100% consistent between modes.

* Since Windows 7 having a long mode list can slow down your system. The execution time of some system calls grows at an exponential rate based on the number of video modes available (literally).

Title: Re: GroovyMAME 0.196 - Switchres v0.017h
Post by: veggav on April 03, 2018, 08:54:08 am
But why would you want a game that can be displayed perfectly at 320x240 with switchRes to display 2560x240?

Reason 1.- Keep your mode list short *
Reason 2.- Make horizontal centering 100% consistent between modes.

* Since Windows 7 having a long mode list can slow down your system. The execution time of some system calls grows at an exponential rate based on the number of video modes available (literally).

Got it, thanks for explaining it.

But don't get it the wrong way, it's possible to have super resolutions in virtually any setup with windows.
I used to have it on my nvidia 1060 with a hdmi to vga adapter to the kramer or even just combining H and V sync to my sony PVM or RGB modded CRT.
So if you add all the modelines in nvidia custom resolution control panel, switchRes could detect it, isn't it?

Basically my point being the only benefit of crt emudriver with AMD using super resolution compared to adding custom resolutions in Nvidia regular drivers would be the using windows desktop on a crt without the need for an external monitor or am I missing something?

Again, my question isn't suppose to offend you or your work, which I think is amazing. I'm just new to using a PC with CRT TVs and I'm not even close to have 1% of your knowledge on this.
Title: Re: GroovyMAME 0.196 - Switchres v0.017h
Post by: Calamity on April 03, 2018, 09:48:03 am
But don't get it the wrong way, it's possible to have super resolutions in virtually any setup with windows.
I used to have it on my nvidia 1060 with a hdmi to vga adapter

No worries. You can certainly do super resolutions in any setup, true. What you CAN'T have is on-the-fly custom vertical refresh rates. That's what GM with and AMD card does (infinite dynamic video modes out of a single stored resolution).

Custom vertical refresh rates are necessary for arcade emulation, where 60 Hz is minority. Other non-dynamic solutions are popular in the console emulation scene where everything is 60 Hz.
Title: Re: GroovyMAME 0.196 - Switchres v0.017h
Post by: zige79 on April 08, 2018, 08:49:28 am
First off a BIG thank you to Calamity and everyone who has contributed to crt_emudriver and Groovymame.


Second, I was hoping someone would be able to point me to the latest nonag 64bit d3dex build please without all the hacks.


Thanks.
Title: Re: GroovyMAME 0.196 - Switchres v0.017h
Post by: galaxian77 on April 09, 2018, 03:39:43 am
A MASSIVE thanks to all who are involved in the GroovyMAME development. It's truly amazing, and is super stable. The new 0.196 build (I use the Linux version - thanks Doozer!) is just brilliant. Paired with GroovyArcade and Attract Mode, I have the perfect setup on all of my MAME cabinets.

Thanks you all for keepin the classics alive!
Title: Re: GroovyMAME 0.196 - Switchres v0.017h
Post by: b4nd1t0 on April 09, 2018, 07:18:50 am
First off a BIG thank you to Calamity and everyone who has contributed to crt_emudriver and Groovymame.


Second, I was hoping someone would be able to point me to the latest nonag 64bit d3dex build please without all the hacks.


Thanks.
you can take it here (https://b4nd1t0.blogspot.it/2018/03/mame-0196.html)
Title: Re: GroovyMAME 0.196 - Switchres v0.017h
Post by: veggav on April 12, 2018, 12:00:36 pm
But don't get it the wrong way, it's possible to have super resolutions in virtually any setup with windows.
I used to have it on my nvidia 1060 with a hdmi to vga adapter

No worries. You can certainly do super resolutions in any setup, true. What you CAN'T have is on-the-fly custom vertical refresh rates. That's what GM with and AMD card does (infinite dynamic video modes out of a single stored resolution).

Custom vertical refresh rates are necessary for arcade emulation, where 60 Hz is minority. Other non-dynamic solutions are popular in the console emulation scene where everything is 60 Hz.

Once again, thanks for clearing things up for me.
Just wanted to ask another question.

What about using PC CRT monitors that only accept 31khz? If you use super resolutions the monitor will work, at least on my end here with a Sony G520.
So, do you think it would be possible to use CRT emudriver in this setup?

Or just do the 120hz trick?
Title: Re: GroovyMAME 0.196 - Switchres v0.017h
Post by: zige79 on April 13, 2018, 11:25:37 pm
First off a BIG thank you to Calamity and everyone who has contributed to crt_emudriver and Groovymame.


Second, I was hoping someone would be able to point me to the latest nonag 64bit d3dex build please without all the hacks.


Thanks.
you can take it here (https://b4nd1t0.blogspot.it/2018/03/mame-0196.html)

Many thanks that's exactly what I was looking. Bookmarked!
Title: Re: GroovyMAME 0.196 - Switchres v0.017h
Post by: Calamity on April 16, 2018, 11:18:02 am
What about using PC CRT monitors that only accept 31khz? If you use super resolutions the monitor will work, at least on my end here with a Sony G520.
So, do you think it would be possible to use CRT emudriver in this setup?

Yeah, why wouldn't it? CRT Emudriver is about custom video, not only 15 kHz.
Title: Re: GroovyMAME 0.196 - Switchres v0.017h
Post by: anchounio on April 20, 2018, 01:35:31 am
Any chance to have a groovymame compilation with no nag ?
Title: Re: GroovyMAME 0.196 - Switchres v0.017h
Post by: Sledge on April 22, 2018, 02:53:38 am
Any chance to have a groovymame compilation with no nag ?
look around.. you'll find it
Title: Re: GroovyMAME 0.196 - Switchres v0.017h
Post by: keilmillerjr on April 22, 2018, 12:51:33 pm
Any chance to have a groovymame compilation with no nag ?

4 posts above yours is a link.
Title: Re: GroovyMAME 0.196 - Switchres v0.017h
Post by: Sledge on April 22, 2018, 06:07:55 pm
Any chance to have a groovymame compilation with no nag ?

4 posts above yours is a link.
awww i was trying to get him to look
i thought it was easy to find :)
Title: Re: GroovyMAME 0.196 - Switchres v0.017h
Post by: keilmillerjr on April 22, 2018, 08:11:31 pm
Any chance to have a groovymame compilation with no nag ?

4 posts above yours is a link.
awww i was trying to get him to look
i thought it was easy to find :)

I know. I decided to be nice. Too tired of being angry and frustrated. It’s hard work. Lol
Title: Re: GroovyMAME 0.196 - Switchres v0.017h
Post by: terranigma on April 23, 2018, 12:05:29 pm
Hi Calamity,

Can you host this great project on github? The patch you provide contains DOS style line endings Is this is because mame upstream distributes the code in this way?  Due to this, it requires manual intervention via dos2unix utility on Linux/Unix before patching.
Title: Re: GroovyMAME 0.197 - Switchres v0.017h
Post by: Calamity on April 26, 2018, 07:20:25 am
GroovyMAME 0.197 is out!
Title: Re: GroovyMAME 0.197 - Switchres v0.017h
Post by: b4nd1t0 on April 26, 2018, 08:03:04 am
thank's Calamity
Title: Re: GroovyMAME 0.197 - Switchres v0.017h
Post by: Doozer on April 26, 2018, 08:35:41 am
The Linux binary is also on the drive now.
Title: Re: GroovyMAME 0.197 - Switchres v0.017h
Post by: josete2k on April 29, 2018, 04:44:06 am
Mamearcade 32 bit nonag:

http://www.mediafire.com/file/ovx783jlav00a93/groovymamearcade_nonag_x86.rar (http://www.mediafire.com/file/ovx783jlav00a93/groovymamearcade_nonag_x86.rar)
Title: Re: GroovyMAME 0.197 - Switchres v0.017h
Post by: schmerzkaufen on May 12, 2018, 06:46:11 pm
Hi! is there a 197 d3d9ex 64 build available somehere please? I've found more 196 builds in the 197 forlder on google drive (?)

Another question; where is the slider for adjusting frame_delay ? of course I still use 196 but I thought it was included in that one already...
went through the menu ingame but couldn't find it
Title: Re: GroovyMAME 0.197 - Switchres v0.017h
Post by: josete2k on May 12, 2018, 07:12:08 pm
Another question; where is the slider for adjusting frame_delay ? of course I still use 196 but I thought it was included in that one already...
went through the menu ingame but couldn't find it

You have to set

frame_delay=1

in mame.ini first.

Then the option will be available at slider controls.

I had to set again to 0 because tekken and other 3D games were very slow even setting frame delay to the min value.
Title: Re: GroovyMAME 0.197 - Switchres v0.017h
Post by: makya on May 14, 2018, 03:04:15 pm
Hi! is there a 197 d3d9ex 64 build available somehere please? I've found more 196 builds in the 197 forlder on google drive (?)

Another question; where is the slider for adjusting frame_delay ? of course I still use 196 but I thought it was included in that one already...
went through the menu ingame but couldn't find it

Into 197 folder are 197 builds even though marked as 196.
Title: Re: GroovyMAME 0.197 - Switchres v0.017h
Post by: schmerzkaufen on May 15, 2018, 03:07:31 am
Ah ok looks like that was corrected. thank you all!
Title: Re: GroovyMAME 0.197 - Switchres v0.017h
Post by: anchounio on June 11, 2018, 01:31:14 pm
No GroovyMame 0.198 ?   :'(
Title: Re: GroovyMAME 0.197 - Switchres v0.017h
Post by: moloo on June 17, 2018, 07:14:29 am
Hi, I use GroovyMame under Linux (GroovyArcade). Is it possible to tweak modelines for a specific resolution in arch linux (as does the Arcade OSD on Windows)? Alternatively, can you import tweaked modelines from OSD Arcade to linux? Which file to edit?
Title: Re: GroovyMAME 0.197 - Switchres v0.017h
Post by: haynor666 on June 18, 2018, 12:12:06 pm
No GroovyMame 0.198 ?   :'(

For now You can use my own GM build - http://forum.arcadecontrols.com/index.php/topic,154799.msg1655249.html#msg1655249 (http://forum.arcadecontrols.com/index.php/topic,154799.msg1655249.html#msg1655249)

Hi, I use GroovyMame under Linux (GroovyArcade). Is it possible to tweak modelines for a specific resolution in arch linux (as does the Arcade OSD on Windows)? Alternatively, can you import tweaked modelines from OSD Arcade to linux? Which file to edit?

From what I know ArcadeOSD tool is only for windows (Am I right ?) so right now the only way is create custom modeline in ArcadeOSD, and paste into ini file for specific driver or game.
Title: Re: GroovyMAME 0.197 - Switchres v0.017h
Post by: moloo on June 18, 2018, 12:16:15 pm
thanks, but where is folder with mame specific games or driver ini's under groovy arcade?
Title: Re: GroovyMAME 0.197 - Switchres v0.017h
Post by: alex_bb23 on June 18, 2018, 12:48:14 pm
thanks, but where is folder with mame specific games or driver ini's under groovy arcade?
Inside of "ini" folder you have to define, e.g roomName.ini
Title: Re: GroovyMAME 0.197 - Switchres v0.017h
Post by: b4nd1t0 on June 18, 2018, 01:57:54 pm
thanks, but where is folder with mame specific games or driver ini's under groovy arcade?
You can find some folders in /home/arcade   and some others in /home/roms/MAME
Title: Re: GroovyMAME 0.197 - Switchres v0.017h
Post by: mmandrea on July 12, 2018, 03:29:16 pm
No updates since April? Is this project still being maintained? Thanks in advance.
Title: Re: GroovyMAME 0.197 - Switchres v0.017h
Post by: Paradroid on July 13, 2018, 04:23:06 am
Is this project still being maintained?

Alive and kicking. Sure, we've missed a couple builds but Calamity has been busy as ever (http://forum.arcadecontrols.com/index.php?action=profile;area=showposts;u=24741) with support.

See here (http://forum.arcadecontrols.com/index.php/topic,157671.msg1657441.html#msg1657441) for his explanation on the lack of builds.

Title: Re: GroovyMAME 0.197 - Switchres v0.017h
Post by: mmandrea on July 13, 2018, 06:37:54 pm
Is this project still being maintained?

Alive and kicking. Sure, we've missed a couple builds but Calamity has been busy as ever (http://forum.arcadecontrols.com/index.php?action=profile;area=showposts;u=24741) with support.

See here (http://forum.arcadecontrols.com/index.php/topic,157671.msg1657441.html#msg1657441) for his explanation on the lack of builds.

Awesome.  Thanks for letting me know!

Mike
Title: Re: GroovyMAME 0.197 - Switchres v0.017h
Post by: donluca on July 18, 2018, 06:33:12 pm
Besides, I feel like this project has reached a certain maturity. I don't know what possible improvements can be made, other than, maybe, useability ones.

There's the new slice thing which could be looked into, but it looks like asking for trouble for several reasons (drivers having issues with it being the main one).

And then there's the auto-calculation of ideal frame delay value, which would not give any kind of improvement, just automate something which can be done manually.

IMHO, other than adding support for newer MAME versions and new Radeon cards, the project is pretty much set.
Title: Re: GroovyMAME 0.197 - Switchres v0.017h
Post by: schmerzkaufen on July 19, 2018, 04:05:03 am
And then there's the auto-calculation of ideal frame delay value, which would not give any kind of improvement, just automate something which can be done manually.
Is there a single ideal value though? when you use vsync offset or hlsl you often have to change frame_delay as well anyway.
Correct me if I'm wrong but finding the right frame_delay can be done just playing a game and adjusting with the slider 'live', rather it's an additional slider for vsync offset that would be very useful.

If you wanted to add a cool optional feature after that to round up GM's brand lag reduction abilities, that would be a 'display current delay' option or something in that fashion, you know, showing onscreen how many frames of lag you are currently playing with X game and your GM settings (game/driver lag + GM video lag)

Other than that there's a few little annoyances like when controller inputs getting deleted on next pc restart if you have disconnected the controller in the meantime, or the .ini settings carrying over if you just quit a game and select another one via the mame ui. Though these issues might be MAME issues rather than GM specifically, I don't know, some things that suck like the lack of proper autofire options appear to have been MAME's choice for some unexplainable reason. The issue with savestates though might be GM-specific.

I don't know what to think about the frame slice thing either, it sounds awesome but if MAME is not fit for it Calamity's efforts might be a lot for too little.
While polishing/perfecting what GM already is and finilazing the few fixes/tweaks over time, along the normal mame and crt_emudriver updates, sounds like quite a lot already.
For flat panel users variable refresh rate equipment is slowly but surely becoming more common and accessible, it's even debuted on TVs, so one of those days whatever efforts Calamity and other emu authors have done to fight sync lag and smoothness issues will be obsolated just like that.
(It will probably remain the preferred 15khz solution for a veeeeery long time though)
Title: Re: GroovyMAME 0.197 - Switchres v0.017h
Post by: haynor666 on July 19, 2018, 10:18:54 am
In theory there is always something to do. You know, mame is still changing so from time to time grovymame code needs change as well.

Beside would be nice to see custom modelines integrated stright into mame so modelines could be calculated on the fly but that's probably far too complicated and time waste.
Title: Re: GroovyMAME 0.197 - Switchres v0.017h
Post by: Calamity on July 19, 2018, 12:17:34 pm
Beside would be nice to see custom modelines integrated stright into mame so modelines could be calculated on the fly but that's probably far too complicated and time waste.

Do you mean to merge Groovy with baseline? Or to implement some extra feature in GroovyMAME?
Title: Re: GroovyMAME 0.197 - Switchres v0.017h
Post by: haynor666 on July 19, 2018, 01:46:50 pm
Functionality ported from ArcadeOSD into groovymame. Not so long time ago I made many custom modelines and could be faster if modeline created straight in game/driver could be automatically saved in it's ini. Right now You have to open ArcadeOSD, create custom modeline and once You set desired position/geometry copy/paste into game/driver ini and finally run groovymame to see if it's fits nicely.

Some games use for example 320x224 resolution but actual game uses visible playfield 304x224 (neo geo). When I set 2560x240 first time in ArcadeOSD I had to prepare custom modeline a bit wider - left and right edges were not visible in ArcadeOSD to compensate those black borders in game. Basically I had to made 2560x240 but a bit overscan. It's was the reason why I started changing resolutions in many games ans importing MAMEFX/ARCADE3264 features.


Now wonder how much groovymame can be merged into baseline mame.

BTW. Patch for version 197 with only slight changes can used for mame 198 and mame 199 as well current git.

BTW2. Are are some changes in two and more screens handling - https://github.com/mamedev/mame/commit/f432c4475a31ff077170a8e7743a4cf56a1be80e
Title: Re: GroovyMAME 0.197 - Switchres v0.017h
Post by: Recapnation on July 19, 2018, 06:33:22 pm
Though these issues might be MAME issues rather than GM specifically, I don't know, some things that suck like the lack of proper autofire options appear to have been MAME's choice for some unexplainable reason.

"Unexplainable"? External autofire has nothing to do with emulation, so there's no such a thing as "proper autofire options" other than those coded into the game itself.  But if you need a teleological argument, think that this way, people are less encouraged to cheating and also have a better grasp on how the games worked originally.
Title: Re: GroovyMAME 0.197 - Switchres v0.017h
Post by: haynor666 on July 20, 2018, 02:00:17 am
Autofire in my opinion should be moved outside mame source to plugin source. After all besides some games that have autofire build in it is indeed not a part of emulation.

Current autofire implementation lacks custom button mapping like was in mame32+ and saving it's configuration into game ini. That's probably what schmerzkaufen has in mind.
Title: Re: GroovyMAME 0.197 - Switchres v0.017h
Post by: schmerzkaufen on July 20, 2018, 04:26:07 am
Yes custom mapping and rate, that's really neeeded. It's an enormous misconception to believe autofire is cheating if it wasn't present on the original hardware, some games are played at the higher level with specific autofire rates, Mushihimesama is a famous example, I remember they were even adding a knob to the cabs near the controls.
I know mame devs are religious about emulation 'purity' period, and that's good, but that doesn't mean they know about the games or what gamers do/need, for the latter 'proper' means they have access to the tools they need to play and train, like savestates, displaying hitboxes, and yes indeed also custom autofire, and nobody actually gaming considers that cheating.
If something similar to what's found in the builds (or ex-builds) that feature custom autofire indeed ends up in plugin form and becomes easily accessible then that's perfect, but I think I've read about that a few times since the lastest big rehaul/transformation and some builds like mame+ disappeared, but it has yet to happen, or it's already there but I've missed the news.
Title: Re: GroovyMAME 0.197 - Switchres v0.017h
Post by: Calamity on July 20, 2018, 04:51:29 am
The problem with the existing autofire patch (the one taken from MAME+ I think) is that it breaks inputs for the Neogeo driver and probably others, so it's not a viable addition. Hopefully someone knowing the actual autofire requirements looks into the plugin and extends its functionality.
Title: Re: GroovyMAME 0.197 - Switchres v0.017h
Post by: Recapnation on July 20, 2018, 06:29:27 am
Yes custom mapping and rate, that's really neeeded. It's an enormous misconception to believe autofire is cheating if it wasn't present on the original hardware, some games are played at the higher level with specific autofire rates, Mushihimesama is a famous example, I remember they were even adding a knob to the cabs near the controls.
I know mame devs are religious about emulation 'purity' period, and that's good, but that doesn't mean they know about the games or what gamers do/need, for the latter 'proper' means they have access to the tools they need to play and train, like savestates, displaying hitboxes, and yes indeed also custom autofire, and nobody actually gaming considers that cheating.

If "actually gaming" means turning the games into spreadsheets, I guess I can see some logic there. Fortunately, "actually gaming" is much the opposite -- you're destroying stage development and the suspense by using more than one credit per play or saving states, uglifying the visuals by displaying hitboxes and altering the original mechanics by adding external autofire. And, since those are favourable conditions only some people have access to and just not part of the games' design, you only can call that "cheating", no matter how big the spreadsheets club is these days. So yeah; an enormous misconception, all of it.
Title: Re: GroovyMAME 0.197 - Switchres v0.017h
Post by: schmerzkaufen on July 20, 2018, 07:19:44 am
I don't know where you come from regarding games practices, and you're assuming things I haven't said in my post (like credit-feeding) but tools to analyze the games, exploit/optimize the inputs, and train conveniently have long been widely used and accepted by arcade players, most offcial scoreboards including the highest performances are achieved by players who use those, and they're not penalized. What's considered cheating are things like using infinite lives, invincibility, credit-feeding, stealthily edited replays or hacked roms etc.
No one's using hitboxes revealer or savestates or credit-feed during a run meant to be validated for score/performance, again those tools are to analyze and train for the finality of playing normally.
Custom autofire again is used in several games, in some for entire plays and some just in specific locations in X or Y game, that's normal and not considered cheating since it's not altering the game code itself and avoids carpal tunnel on the long term.
Arcade players aren't the extreme sectarian a number of people imagine for some reason, they follow strict rules for competition but they're also rational because they know the games well, aware that a lot were designed (sometimes stupidly-so) as quarter-munchers before everything, and that bringing the best play out of those without any concessions for learrning and playing means just silly months, when not years, of intense repetition on a single game restarting coin after coin, while using tools to train and autofire can shorten that learning time immensely.
What matters is that in the end you will have acquired the same knowledge and skill level as the guy who played the same game for an unhealthy amount of time of his life, but in a fraction of the time.
If that's 'cheating' for you, well I hope you don't watch sports...
Title: Re: GroovyMAME 0.197 - Switchres v0.017h
Post by: donluca on July 20, 2018, 11:30:59 am
Suddenly, I'm getting a shmups forum vibe from the latest posts.
Title: Re: GroovyMAME 0.197 - Switchres v0.017h
Post by: krick on July 20, 2018, 12:15:16 pm
Autofire in my opinion should be moved outside mame source to plugin source. After all besides some games that have autofire build in it is indeed not a part of emulation.

Exactly.  You can do lots of interesting things with LUA plugins in MAME.  Here's a thread from 2016...

http://forum.arcadecontrols.com/index.php?topic=151810.0 (http://forum.arcadecontrols.com/index.php?topic=151810.0)
Title: Re: GroovyMAME 0.197 - Switchres v0.017h
Post by: Recapnation on July 20, 2018, 03:53:55 pm
Suddenly, I'm getting a shmups forum vibe from the latest posts.

Blame me for both instances, if you will. It was me the one who introduced the "true one-credit clear" (that is, the one you get without ever previously "practicing" by going against the game's rules themeselves) discussion there, after all. Like 15~20? years ago, no less. They also found way too revolutionary the idea of emulation becoming totally undistinguishable from real hardware then, if I recall, by the way. I guess many of those clowns are enjoying CRT Emudriver/GM's wonders these days (or they will sooner or later). The irony.
Title: Re: GroovyMAME 0.197 - Switchres v0.017h
Post by: schmerzkaufen on July 20, 2018, 04:21:31 pm
You misunderstand, it's not about 1cc anymore but about pushing further scores that have bean beaten many times over these past two decades precisely, and the trend intensified in recent years with veteran but also completely new and talented players pushing the limits further and further.
I remember when what you say was the commonly accepted rule in the communities (the international english-speaking isn't the only one you know) but things have changed, a lot even. Achieving such scores and mastery the old way is nearly impossible, even the best players of back then had to use the conveniences of emulation to study the games in new ways and stay in the race. The old arcades chivalry was nice and all but modern tools and techniques exist like it or not.

And you're also mistaken about the opinion on emulation, 15khz setups are well regarded and frequently used across retro arcade gaming communities these days indeed (depending on the reliability of the driver though) yet that doesn't change anything about the fact that the ways of learning the games/mentalities have evolved.
Seems too me your references are quite outdated like you've been living under a rock for 15~20 years? and you've built some interesting prejudice.
Title: Re: GroovyMAME 0.197 - Switchres v0.017h
Post by: Recapnation on July 20, 2018, 06:18:41 pm
You misunderstand, it's not about 1cc anymore but about pushing further scores that have bean beaten many times over these past two decades precisely, and the trend intensified in recent years with veteran but also completely new and talented players pushing the limits further and further.
I remember when what you say was the commonly accepted rule in the communities (the international english-speaking isn't the only one you know) but things have changed, a lot even. Achieving such scores and mastery the old way is nearly impossible, even the best players of back then had to use the conveniences of emulation to study the games in new ways and stay in the race. The old arcades chivalry was nice and all but modern tools and techniques exist like it or not.

Modern tools to dissect things of the past. Enjoy your spreadsheeting, then. But please, don't lie to newcomers. Don't let them believe that this approach of ignoring the games' own rules in order to make some numbers grow as soon as possible is the "proper" or "evolved" way to play them. Tell them that neither they nor other players, no matter how "expert", are the game's designers. Tell them that the game is, first and foremost, about the suspense of only seeing the next stage if it's thanks to their very own merits. About the magic of thinking and learning the techniques by themselves instead of mimicking some youtuber. About understanding that clearing it is possible without any previous dissection or profanation. And that only when they achieve that, and if they still like the game enough, it's time for score competition, but that it will always be a failed one at that, since there are not universal rulesets/conditions and therefore, some will always have an advantage over others.




Quote
And you're also mistaken about the opinion on emulation, 15khz setups are well regarded and frequently used across retro arcade gaming communities these days indeed (depending on the reliability of the driver though) yet that doesn't change anything about the fact that the ways of learning the games/mentalities have evolved.
Seems too me your references are quite outdated like you've been living under a rock for 15~20 years? and you've built some interesting prejudice.

I've been avoiding that forum for 15~20 years most likely, yeah. Never really cared, to be honest, so I don't know. Don't read too deeply into my previous post; that just came to my mind after all these years and found it too pertinent not to mention it.
Title: Re: GroovyMAME 0.197 - Switchres v0.017h
Post by: Paradroid on July 21, 2018, 04:40:22 am
If "actually gaming" means turning the games into spreadsheets, I guess I can see some logic there.

Hahaha! ;D

All that analysis of game mechanics is interesting but, wow, way to ruin the mystique and turn gaming into something boring like... golf.

I grew up in a country town in Australia and we only had video games in the local fish 'n' chip shop. I remember a Japanese tourist playing SF2 in say, 1993: he won the first round against Ryu, went to the counter to order a dim sim (while the second round was lost due to it being player-less) then stood there eating the dim sim while kicking Ryu's ass playing with one hand only (thumb on the joystick, fingers on the buttons). He was even pulling off dragon punches (was playing as Ken)!

No internet, no trainers, no emulators... just sheer mad skills thanks to a youth misspent. :P
Title: Re: GroovyMAME 0.197 - Switchres v0.017h
Post by: schmerzkaufen on July 21, 2018, 05:04:21 am
Modern tools to dissect things of the past. Enjoy your spreadsheeting, then. But please, don't lie to newcomers.
You're talking alone a bit aren't you? because it doesn't seem you really heard me. Again those who need these tools and analysis are long past beyond discovering the games and beating them, they aim for incredibly high scores and these tools are for them.
You need to distinguish between the normal/average player newcomer and the sportsman. Nobody's lying (aren't you extreme!), nobody's telling newcomers to aim for the olympics from the start, and even though it's true that in recent years a number of the heights-chasing players are new to the world of arcades, it was their own choice to jump in this way and I doubt anyone or any emulator manipulated their minds into approaching the games like that, it's the mentality of the times that's all. Yet again they're not cheating, just optimizing their growth with what's allowed in the discipline, exactly like in most competitive discipline these days. The high-scoring community these days is made of both veterans and younger players, yet they get along very well because I believe there's not much fighting over any ambiguïty regarding the learning methods.

And aside from them no matter the epoch I believe the main flow of players who have more than a vague interest will always discover the games mostly by themselves, going for a one credit clear before thinking of score, because this is what everyone does anyway, that's the common culture and you're wrong if you think it's ignored or forgotten. Really I don't remember hearing much new players say they'd binge-watch replays and use savestates for the sole achievement of a 1cc, and would they have it'd come as obvious to them rather quickly that these tools and videos aren't useful for that, since once again I'm telling you they're conveniences addressing the needs of the competitive tier.

Quote
Tell them that the game is, first and foremost, about the suspense of only seeing the next stage if it's thanks to their very own merits. About the magic of thinking and learning the techniques by themselves instead of mimicking some youtuber. About understanding that clearing it is possible without any previous dissection or profanation. And that only when they achieve that, and if they still like the game enough, it's time for score competition, but that it will always be a failed one at that, since there are not universal rulesets/conditions and therefore, some will always have an advantage over others.
As I've just wrote I think people who aren't just giving an arcade game genre are quick look, are aware of the interest and fun of clearing a game by themselves, yet it's natural that they'd talk with other players and gather advice and tips while they do. But if you also see that simple communication as cheating then I think you're fantasizing an ideal a pure ascetic/virgin initial relationship bectween the player and the game. Gamers new or veteran have always been exchanging about the games contents and techniques, long before the internet, before emulators, when there were only magazines, tv shows, meeting in arcades, or at home.
Nothing about exchanging on the contents, the gameplay, tips'n tricks etc ever spoiled the games, it was always part of the experience, games are not some kind of fundamentalist religion or shaolin monk trip. Sure the otakus with extreme ways have always existed in parallel but their views are not the majority nor law.


AAAAANYWAY  ;D back on topic I'd sure love to know how to write that custom autofire LUA plugin myself but after looking a bit into what the deal is, well, there's unfortunately no way I can do it (in this lifetime at least)  :-\
Title: Re: GroovyMAME 0.197 - Switchres v0.017h
Post by: donluca on July 26, 2018, 05:08:39 am
MAME just released 0.200 and it seems it changed a bunch of things. Hopefully they didn't break anything GM related.
Title: Re: GroovyMAME 0.197 - Switchres v0.017h
Post by: Paradroid on July 26, 2018, 03:19:34 pm
MAME just released 0.200 and it seems it changed a bunch of things.

How many beers do you think we need to buy Calamity to help him whip up a 0.2 build?!

I'll see if I can find US$10 to open the bar tab...
Title: Re: GroovyMAME 0.197 - Switchres v0.017h
Post by: Paradroid on July 26, 2018, 08:37:23 pm
Okay... v0.200 encouragement submitted! :)
Title: Re: GroovyMAME 0.197 - Switchres v0.017h
Post by: wolfsoft on July 27, 2018, 05:47:35 am
I want to try a setup with:

-Windows 10 Pro Setup (Version 1803 Build: 17134.191, as is 2018-07-26)
-CRT Emudriver 2.0 Beta 13
-Hantarex PoloStar 25, Sony BVM D32E1WE, Nec Multisync XM29Plus
-groovymame groovymame64_0197.017h_d3d9ex
-Radeon HD4850

Ares there any detailted current Tutorials, for helping me to make it real?

Or what kind of Videocard is the best suggestion?

I want to play mame games and emulators systems too, like genesis,pc engine, snes, old computer,amiga ... videogames, demul all the crazy emu stuff Taito Type X


thanks

Title: Re: GroovyMAME 0.197 - Switchres v0.017h
Post by: b4nd1t0 on July 27, 2018, 10:46:37 am
if anyone is interested, I have compiled the new 0.200 groovymame with the nonag+d3d9ex+Switchres v0.017h patch
usual place here (https://b4nd1t0.blogspot.com/)
update: linux version added  :)
Title: Re: GroovyMAME 0.197 - Switchres v0.017h
Post by: brad808 on July 27, 2018, 06:36:47 pm
if anyone is interested, I have compiled the new 0.200 groovymame with the nonag+d3d9ex+Switchres v0.017h patch
usual place here (https://b4nd1t0.blogspot.com/)
Interested. Thank you .
Title: Re: GroovyMAME 0.197 - Switchres v0.017h
Post by: krick on July 28, 2018, 01:29:49 pm
I want to try a setup with:

-Windows 10 Pro Setup (Version 1803 Build: 17134.191, as is 2018-07-26)
-CRT Emudriver 2.0 Beta 13
-Hantarex PoloStar 25, Sony BVM D32E1WE, Nec Multisync XM29Plus
-groovymame groovymame64_0197.017h_d3d9ex
-Radeon HD4850

Or what kind of Videocard is the best suggestion?

You should definitely get a Radeon HD 5000 series or higher.

Pick something that works with the "Crimson" driver...
http://geedorah.com/eiusdemmodi/forum/viewtopic.php?id=295 (http://geedorah.com/eiusdemmodi/forum/viewtopic.php?id=295)

Personally, I'd go with a "CGN" card as well (Radeon HD 7700 and higher) to be more "future proof" but that's personal preference.  Anything HD 5000 or higher is acceptable.
Title: Re: GroovyMAME 0.197 - Switchres v0.017h
Post by: nikolash on July 29, 2018, 09:41:38 am
if anyone is interested, I have compiled the new 0.200 groovymame with the nonag+d3d9ex+Switchres v0.017h patch
usual place here (https://b4nd1t0.blogspot.com/)

Thanks dude!
Title: Re: GroovyMAME 0.197 - Switchres v0.017h
Post by: horihori on July 30, 2018, 10:55:31 am
hopefully one of you guys can help.  at the moment I have groovymame running on Windows 7 64bit and an old CRT Emudriver 1.2b or something like that (yeah its old!). Currently I have a HD4350 installed.

I just got a Radeon HD6450 and want to install that and use the latest crimson CRT emudriver and related software, I was planning on doing a complete windows install and starting from zero again, or is there a quicker or easier way to remove the old drivers and install the new one, VMMaker,etc  after changing the graphics card?
Title: Re: GroovyMAME 0.197 - Switchres v0.017h
Post by: tom5151 on July 30, 2018, 05:01:26 pm
if anyone is interested, I have compiled the new 0.200 groovymame with the nonag+d3d9ex+Switchres v0.017h patch
usual place here (https://b4nd1t0.blogspot.com/)
Thank you !

Envoyé de mon ONEPLUS A5000 en utilisant Tapatalk

Title: Re: GroovyMAME 0.197 - Switchres v0.017h
Post by: b4nd1t0 on July 30, 2018, 05:11:52 pm
hopefully one of you guys can help.  at the moment I have groovymame running on Windows 7 64bit and an old CRT Emudriver 1.2b or something like that (yeah its old!). Currently I have a HD4350 installed.

I just got a Radeon HD6450 and want to install that and use the latest crimson CRT emudriver and related software, I was planning on doing a complete windows install and starting from zero again, or is there a quicker or easier way to remove the old drivers and install the new one, VMMaker,etc  after changing the graphics card?
If I remember right, you can install the new driver without uninstall the old.

Inviato dal mio EML-L09 utilizzando Tapatalk

Title: Re: GroovyMAME 0.197 - Switchres v0.017h
Post by: JohnnySeeJohnnyDo on July 31, 2018, 05:18:45 am
Will Groovymame ever fix itself crashing when loading a save state? After about 3-4 times it crashes.
Title: Re: GroovyMAME 0.197 - Switchres v0.017h
Post by: Calamity on August 01, 2018, 06:49:54 am
Will Groovymame ever fix itself crashing when loading a save state? After about 3-4 times it crashes.

I hope so.
Title: Re: GroovyMAME 0.197 - Switchres v0.017h
Post by: housello on August 10, 2018, 03:40:36 pm
hi,
no 0.200 version?
is it possible to compile from source (sorry, i'm a little noob)

thank you
Title: Re: GroovyMAME 0.197 - Switchres v0.017h
Post by: keilmillerjr on August 10, 2018, 08:45:21 pm
hi,
no 0.200 version?
is it possible to compile from source (sorry, i'm a little noob)

thank you

People get busy. I believe you can compile the latest groovy patch on mame 0.200, or download the haynor666 version. http://forum.arcadecontrols.com/index.php/topic,154799.0.html (http://forum.arcadecontrols.com/index.php/topic,154799.0.html)
Title: Re: GroovyMAME 0.197 - Switchres v0.017h
Post by: Paradroid on August 10, 2018, 09:47:24 pm
I believe you can compile the latest groovy patch on mame 0.200, or download the haynor666 version.

b4nd1t0 also posted a build a few threads up the page.
Title: Re: GroovyMAME 0.200 - Switchres v0.017i
Post by: Calamity on August 12, 2018, 07:16:23 am
GroovyMAME 0.200 is out!

What's new in Switchres v0.017i (August 2018)

- Attempt at fixing random crashes when save states are used. Experimental confirmation needed.

- Improved selection of video modes based on refresh rate when option -modeline_generation is disabled.
Title: Re: GroovyMAME 0.200 - Switchres v0.017i
Post by: inv on August 12, 2018, 02:13:19 pm
Quote
- Attempt at fixing random crashes when save states are used. Experimental confirmation needed.

Tested few games, now it runs perfect, no crashes. :D
Title: Re: GroovyMAME 0.200 - Switchres v0.017i
Post by: Calamity on August 12, 2018, 02:24:45 pm
Quote
- Attempt at fixing random crashes when save states are used. Experimental confirmation needed.

Tested few games, now it runs perfect, no crashes. :D

Thanks for confirming. It's been a very elusive bug.
Title: Re: GroovyMAME 0.200 - Switchres v0.017i
Post by: Doozer on August 12, 2018, 03:20:13 pm
GroovyMAME 0.200 is out!

The Linux 64bit binary is also available on the drive.
Title: Re: GroovyMAME 0.200 - Switchres v0.017i
Post by: Paradroid on August 12, 2018, 10:42:11 pm
GroovyMAME 0.200 is out!

That's great news! Thanks!


Sent from my SM-G955F using Tapatalk

Title: Re: GroovyMAME 0.200 - Switchres v0.017i
Post by: Jonny G on August 13, 2018, 04:38:27 am
Nice one! Thanks Calamity, much love.
Title: Re: GroovyMAME 0.200 - Switchres v0.017i
Post by: schmerzkaufen on August 13, 2018, 06:44:14 am
Thank you for another great release!

- Improved selection of video modes based on refresh rate when option -modeline_generation is disabled.
FYI in my case (with my PC and AMD drivers as they are) from what I could observe most games from around 54Hz to 57.30Hz, and +/-59Hz, then 60.60Hz and beyond, all successfully activate the closest resolution mode available from my AMD customs.

But those somewhere over 57.30Hz as far as I've experienced, and everything close to or exactly 60.00Hz, all fail to do so, it seems (only a black screen shows). Maybe it's due to my AMD custom modes not being ideal or whatever reason I dunno.
For those, specifying the resolution/Hz in a game or source ini is still required.
Title: Re: GroovyMAME 0.200 - Switchres v0.017i
Post by: Calamity on August 13, 2018, 06:48:18 am
But those somewhere over 57.30Hz as far as I've experienced, and everything close to or exactly 60.00Hz, all fail to do so, it seems (only a black screen shows). Maybe it's due to my AMD custom modes not being ideal or whatever reason I dunno.

This shouldn't be the case. If you have a chance, drop me a couple of logs showing the issue, here or maybe better in the LCD thread.

EDIT: Check my logs, Donpachi picks 58 Hz and Garou picks 59 Hz. This is with -nomodeline_generation -resolution 2560x1600@0
Title: Re: GroovyMAME 0.197 - Switchres v0.017h
Post by: housello on August 16, 2018, 09:15:51 am
hi,
no 0.200 version?
is it possible to compile from source (sorry, i'm a little noob)

thank you

People get busy. I believe you can compile the latest groovy patch on mame 0.200, or download the haynor666 version. http://forum.arcadecontrols.com/index.php/topic,154799.0.html (http://forum.arcadecontrols.com/index.php/topic,154799.0.html)

Thank you, very kind.

I see it has been updated to 0.200 now.

I tried to compile form source, but didn't find the groovy patch.

Title: Re: GroovyMAME 0.200 - Switchres v0.017i
Post by: josete2k on August 16, 2018, 06:26:51 pm
GroovyMame 0.200 32bit: http://www.mediafire.com/file/6fsdth24fn61hk0/groovy_mame_0200_x86.rar (http://www.mediafire.com/file/6fsdth24fn61hk0/groovy_mame_0200_x86.rar)




This is the full MAME release, because I can't compile the arcade version...

Can anyone compile the arcade exe?

I get this error:

Code: [Select]
Compiling resources scripts/resources/windows/mame/mame.rc...
Linking mamearcade.exe...
../../../../mingw-gcc/bin/x32/Release/mame_arcade/liboptional.a(ps2gs.o):ps2gs.cpp:(.text+0x4de): undefined reference to `vtable for device_finder<ps2_intc_device, true>'
../../../../mingw-gcc/bin/x32/Release/mame_arcade/liboptional.a(ps2gs.o):ps2gs.cpp:(.text$_ZN3emu6detail21device_type_impl_base13create_deviceI13ps2_gs_deviceEESt10unique_ptrI8device_tSt14default_deleteIS5_EERKS1_RK14machine_configPKcPS5_j[__ZN3emu6detail21device_type_impl_base13create_deviceI13ps2_gs_deviceEESt10unique_ptrI8device_tSt14default_deleteIS5_EERKS1_RK14machine_configPKcPS5_j]+0xb3): undefined reference to `vtable for device_finder<ps2_intc_device, true>'
collect2.exe: error: ld returned 1 exit status
mamearcade.make:252: recipe for target '../../../../../mamearcade.exe' failed
make[2]: *** [../../../../../mamearcade.exe] Error 1
makefile:409: recipe for target 'mamearcade' failed
make[1]: *** [mamearcade] Error 2
makefile:1052: recipe for target 'windows_x86' failed
make: *** [windows_x86] Error 2

Is there any way to fix it?


I think same error with genuine src and other  http://www.mameworld.info/ubbthreads/showflat.php?Cat=&Number=377783&page=&view=&sb=5&o=&fpart=1&vc=1&new= (http://www.mameworld.info/ubbthreads/showflat.php?Cat=&Number=377783&page=&view=&sb=5&o=&fpart=1&vc=1&new=)
Title: Re: GroovyMAME 0.200 - Switchres v0.017i
Post by: josete2k on August 20, 2018, 09:45:41 am
Found the issue, it seems it's a known bug:

http://mamestuff.lowtrucks.net/MKChamp/0_Day_Patches/ (http://mamestuff.lowtrucks.net/MKChamp/0_Day_Patches/)

Thanks to Hodor for linking the patch.


GroovyMame 0.200 Arcade 32 bit:

http://www.mediafire.com/file/9k4uluw7u3pwc0s/groovymamearcade_0200.rar/file (http://www.mediafire.com/file/9k4uluw7u3pwc0s/groovymamearcade_0200.rar/file)
Title: Re: GroovyMAME 0.200 - Switchres v0.017i
Post by: raibol1 on August 20, 2018, 12:22:32 pm
Hallo,

has anyone a groovymame64 0.200 build d3d9ex switchres 0.017i and nonag with official groovymame patch from calamity?
I´ve tried to compile it myself, but failed.

Greets

Rainer
Title: Re: GroovyMAME 0.200 - Switchres v0.017i
Post by: pmc3 on August 22, 2018, 04:18:34 am
check on emufrance (http://www.emu-france.com/news/55969-multi-systemes-groovymame-v0-200-switchres-v0-017i/) (but without nonag).
Title: Re: GroovyMAME 0.200 - Switchres v0.017i
Post by: groovy on August 22, 2018, 06:26:34 pm
hello beautiful people i still need this step to create a groovmame setup ?  (- Replace the official MAME executable with the GroovyMAME executable.) thanks a million time :applaud:
Title: Re: GroovyMAME 0.200 - Switchres v0.017i
Post by: alex2005 on August 23, 2018, 03:21:28 am
Hallo,

has anyone a groovymame64 0.200 build d3d9ex switchres 0.017i and nonag with official groovymame patch from calamity?
I´ve tried to compile it myself, but failed.

Greets

Rainer

Check here: http://forum.arcadecontrols.com/index.php/topic,154799.0.html (http://forum.arcadecontrols.com/index.php/topic,154799.0.html)

Title: Re: GroovyMAME 0.200 - Switchres v0.017i
Post by: raibol1 on August 23, 2018, 07:37:59 am
Hallo

@pmc3: Thank you for the link, but this is the same calamity posted (64it with d3d9ex).

@alex2005: Thank you, but the version from haynor ist still not with the official Groovymame 0.200 patch from calamity (it´s based on 0.196)

I myself get an error when compiling groovymame with the nonag patch.

I patch in the order groovymame -> d3d9ex ->  nonag.

But in the last step i get this result:

[MINGW64] C:\msys64\src>patch -p0 -E <hi_0200.diff
patching file src/emu/render.cpp
Hunk #1 FAILED at 1409 (different line endings).
1 out of 1 hunk FAILED -- saving rejects to file src/emu/render.cpp.rej
patching file src/frontend/mame/ui/mainmenu.cpp
Hunk #1 FAILED at 123 (different line endings).
Hunk #2 FAILED at 133 (different line endings).
2 out of 2 hunks FAILED -- saving rejects to file src/frontend/mame/ui/mainmenu.cpp.rej
patching file src/frontend/mame/ui/ui.cpp
Hunk #1 FAILED at 313 (different line endings).
Hunk #2 FAILED at 770 (different line endings).
2 out of 2 hunks FAILED -- saving rejects to file src/frontend/mame/ui/ui.cpp.rej


so i cannot compile the mame executable.

Maybe someone can help.

Thanks.

Greets

Rainer
Title: Re: GroovyMAME 0.200 - Switchres v0.017i
Post by: pmc3 on August 24, 2018, 09:16:38 am
on emufrance, there are 2x32bit binaries (not just 64bits as proposed here). otherwise it's because I did not understand something ^^

ps: on the other hand we did not compile the function "nonag" (without interest for me), but the main thing is that they are 32 bits.
Title: Re: GroovyMAME 0.200 - Switchres v0.017i
Post by: b4nd1t0 on September 04, 2018, 12:46:06 pm
groovymame64 201_017i_d3d9ex_nonag available here (https://b4nd1t0.blogspot.com/2018/09/mame-0201.html)
Title: Re: GroovyMAME 0.200 - Switchres v0.017i
Post by: yo1dog on September 21, 2018, 04:40:19 pm
I just updated my ROM set to 0.201 without thinking. Will the GroovyMAME 0.200 patch work on MAME 0.201?

Thanks,
 - Mike
Title: Re: GroovyMAME 0.200 - Switchres v0.017i
Post by: Doozer on September 22, 2018, 01:44:46 am
I just updated my ROM set to 0.201 without thinking. Will the GroovyMAME 0.200 patch work on MAME 0.201?

Hi yo1dog,

Yes, the 0.200 patch will apply to 0.201 source tree.

Cheers!
Title: Re: GroovyMAME 0.200 - Switchres v0.017i
Post by: Dochartaigh on September 22, 2018, 02:11:48 pm
I'm having a problem where GroovyMAME 0.200, with a clrmamepro verified full (merged) 0.200 rom set (with 0.199 CHD's + samples), gives me a TON of errors in regards to games working or not (i.e. the red information box, in the mame64.exe launch program, will tell me a game is non-functional when I KNOW it works...). Please correct me if I'm wrong (as I'm still learning all this), but I was told the database of if a game is working or not is pulled from mame64.exe itself or accompanying files, correct?

I'm just trying to get to a level where I can start the slow, long process of sorting the 12,000+ games by working or non-working (and remove all the crappy games ;) so I can start adding favorites to make my own playlist, and I don't know how to do that if all these games are not marked correctly.

Any tips on what to do - like 'best practices' type of stuff in regards to this endeavor?
Title: Re: GroovyMAME 0.200 - Switchres v0.017i
Post by: krick on September 22, 2018, 02:28:12 pm
...gives me a TON of errors in regards to games working or not (i.e. the red information box, in the mame64.exe launch program, will tell me a game is non-functional when I KNOW it works...).

The information screen tells you about the current working state of the game within MAME.  If you don't have the right files, I don't think MAME will even get to that screen.

What does the screen actually say?  Give us a specific example from a game that you know is working.  Maybe post a screenshot too.
Title: Re: GroovyMAME 0.200 - Switchres v0.017i
Post by: Doozer on September 28, 2018, 03:24:56 am

Hi Calamity,

Do you remember any change after v0.017d v-sync correction that could re-introduce a v-sync issue in SDL part of the code? I need to ensure that no open issue reside in GM to dig in the recent X and SDL2 changes.

Cheers!
Title: Re: GroovyMAME 0.200 - Switchres v0.017i
Post by: Calamity on September 28, 2018, 03:37:37 am

Hi Calamity,

Do you remember any change after v0.017d v-sync correction that could re-introduce a v-sync issue in SDL part of the code? I need to ensure that no open issue reside in GM to dig in the recent X and SDL2 changes.

Cheers!

Hi Doozer,

No, I havent touched the SDL side since June 2017. And the changes to the core part can't have affected SDL either.
Title: Re: GroovyMAME 0.200 - Switchres v0.017i
Post by: Trnzaddict on October 02, 2018, 10:21:09 am
Just a little tip as I have just downloaded b4nd1t0's 202 GM build but I would think this applies to all builds:

I usually just drop the updated MAME exe in my MAME folder and all is well, however upon trying the new build it was crashing when loading a game. There was an hlsl update with 202 so update your hlsl folder with the new .fx files and all will be well.

BTW, thankyou b4nd1to for compiling new builds in between Calamity's official ones. Much appreciated!
Title: Re: GroovyMAME 0.200 - Switchres v0.017i
Post by: Dochartaigh on October 03, 2018, 10:46:03 am
The information screen tells you about the current working state of the game within MAME.  If you don't have the right files, I don't think MAME will even get to that screen.

What does the screen actually say?  Give us a specific example from a game that you know is working.  Maybe post a screenshot too.
Sorry for my late reply - I'm actually in the middle of building this computer from scratch again (CPU wasn't fast enough for some light gun games, and more advanced 3d games, so I upgraded and decided to reinstall Windows 10 just in case...which isn't going well lol). I'll be able to get back to this 12k+ game list once I figure out all that.

For which games, I may be confusing the red info screens, which commonly say something like 'emulation ok, sound issues', or when it boots up it says something like 'this ROM was not correctly dumped', or 'emulation isn't complete' (or something like that - even many green games which say 'ok, ok' for the status on the green info screen give me some errors or warnings when you launch them), but then the game STILL runs (sometimes REALLY bad, but sometimes with nothing I can see wrong with it - but maybe it'll crash once you've played it for a couple minutes - who knows).

I think this might simply be (my) user error with MAME's not-simple (and usually convoluted) user interface where I simply might not know what MAME really means when it says some of these things, and the game really is OK to play (which could very well be why some of these which I was positive wouldn't work by the way MAME phrased a certain warning/caution, would STILL work). I'll get some specific examples and screenshots when I can as I'm sure I'm butchering these exact phrases I was quoting.

Title: Re: GroovyMAME 0.200 - Switchres v0.017i
Post by: Paradroid on October 03, 2018, 04:06:20 pm
Any tips on what to do - like 'best practices' type of stuff in regards to this endeavor?

The All Killer, No Filler (http://forum.arcadecontrols.com/index.php/topic,149708.0.html) list is a great starting point.

Aside from that, when making my own lists, I like to dump out the full MAME XML and then load it into Excel. From their you can filter out clones, non-working, etc. and then explore by any other attribute (manufacturer, year, resolution, etc.)

Also, ROMLister (https://www.waste.org/~winkles/ROMLister/) is still pretty cool.

Don't make trawling through thousands of the games the focus of your arcade hobby... there are plenty of ways to find the gold quickly.
Title: Re: GroovyMAME 0.200 - Switchres v0.017i
Post by: Dochartaigh on October 05, 2018, 09:48:04 am
The All Killer, No Filler (http://forum.arcadecontrols.com/index.php/topic,149708.0.html) list is a great starting point.

That's cool as hell - thank you for the link! Even places the romsets in a folder for you with a .bat - I'll definitely try that out. Kind of amazing there's only ~600 actual decent arcade games to play (from his perspective at least), huh?

Now I just have to figure out how to even load up one of these sub-folders if I create them with those .BAT files, into the MAME stock user interface (told you I'm still super new to MAME lol...don't even know how to do that...off to Google ;)
Title: Re: GroovyMAME 0.202 - Switchres v0.017j
Post by: Calamity on October 06, 2018, 08:08:02 am
GroovyMAME v0.202 is out!

What's new in Switchres v0.017j (October 2018)

- Attempt at fixing mode selection issues on LCD monitors caused by a mismatch where Windows reports modes as interlaced but AMD drivers return progressive timings.
Title: Re: GroovyMAME 0.202 - Switchres v0.017j
Post by: schmerzkaufen on October 06, 2018, 09:12:52 am
Fantastic! I'll be testing it full force this evening!  :notworthy:

EDIT: ok that did the job ! congratualtions Calamity ! (more here: http://forum.arcadecontrols.com/index.php/topic,157909.msg1666276.html#msg1666276 (http://forum.arcadecontrols.com/index.php/topic,157909.msg1666276.html#msg1666276))

 :applaud:   :cheers:

--

Totally unrelated and of little importance: did you guys notice that since about MAME 0.200 a small number of games have been showing black borders and lacking filter even if keepaspect, unevenstretch, and filter are ON in the mame.ini ?
(nb: I'm using a 1080p display)
For those few, specifying these particular options in a higher priority ini is now necessary, it seems, (if stretched to 4:3 and smoothed is what you want, of course)
Some of the games that produce this behaviour;
Argus
Change Air Blade
Cosmic Cop
Dragon Breed
Cybattler
Omega Fighter
Plus Alpha
Raiden
Turbo Force
Twin Bee
Xexex
...
Mostly vertical shmups but some horis too.
Title: Re: GroovyMAME 0.202 - Switchres v0.017j
Post by: Calamity on October 07, 2018, 10:51:45 am
Glad to hear it worked.

With regards to black borders for certain games, I haven't noticed, I will try, but I'm afraid the result will be different with my desktop resolution.
Title: Re: GroovyMAME 0.202 - Switchres v0.017j
Post by: schmerzkaufen on October 07, 2018, 11:22:56 am
With regards to black borders for certain games, I haven't noticed, I will try, but I'm afraid the result will be different with my desktop resolution.
I think it's due to recent changes in MAME that have to do with aspect ratio.
Since it can be corrected with a couple of tiny specific INI's it's no big deal, plus the old issue with specific INI's sticking between games has been fixed for 0.203 so it'll be a safe temporary solution for people who use a monitor with a resolution like mine where it shows.
Probably very few users concerned, but I just though about mentioning it anyway.
Title: Re: GroovyMAME 0.202 - Switchres v0.017j
Post by: Calamity on October 07, 2018, 11:35:07 am
I think it's due to recent changes in MAME that have to do with aspect ratio.

I haven't seen any of that. It sounds scary.
Title: Re: GroovyMAME 0.202 - Switchres v0.017j
Post by: schmerzkaufen on October 07, 2018, 12:03:43 pm
I am probably imagining things, there was a change in 0.201 but related to layouts
Quote
-Improved support for screen orientation/geometry and automatic layout generation: [Vas Crabb]
 * Added orientation and physical aspect ratio properties to screen device.
 * Automatically generate views for systems one screen.
 * Documented layout file format and automatically generated views.
Anyway if I find why a handful of games don't stretch to screen/4:3 with just the mame.ini settings I'll mention it again.
Title: Re: GroovyMAME 0.200 - Switchres v0.017i
Post by: beavisx on October 09, 2018, 12:50:12 am
Found the issue, it seems it's a known bug:

http://mamestuff.lowtrucks.net/MKChamp/0_Day_Patches/ (http://mamestuff.lowtrucks.net/MKChamp/0_Day_Patches/)

Thanks to Hodor for linking the patch.


GroovyMame 0.200 Arcade 32 bit:


http://www.mediafire.com/file/9k4uluw7u3pwc0s/groovymamearcade_0200.rar/file (http://www.mediafire.com/file/9k4uluw7u3pwc0s/groovymamearcade_0200.rar/file)

Thanks for the files. How do I get it working with nonag?
Title: Re: GroovyMAME 0.200 - Switchres v0.017i
Post by: beavisx on October 09, 2018, 01:24:44 am
groovymame64 201_017i_d3d9ex_nonag available here (https://b4nd1t0.blogspot.com/2018/09/mame-0201.html)

Any chance you can compile a mame32 0.201 no nag version. My arcade cabinet doesn’t support 64 bt.

Thanks
Title: Re: GroovyMAME 0.202 - Switchres v0.017j
Post by: josete2k on October 09, 2018, 03:19:56 am
I can't do it...

I have some errors linking the final exe...


(https://www.subeimagenes.com/img/mame-1954110.png)


EDIT: solved!!!



GroovyMAME 0.202 nonag 32bit (only arcade):

https://mega.nz/#!icwAnQCS!36nyyQIIQ5da_xdwMqtS9O39JB3A9YKt_1zOtClqCws (https://mega.nz/#!icwAnQCS!36nyyQIIQ5da_xdwMqtS9O39JB3A9YKt_1zOtClqCws)
Title: Re: GroovyMAME 0.202 - Switchres v0.017j
Post by: antoniomauro on October 19, 2018, 10:35:31 am
How do you solved the "Memory exausted" error?
Title: Re: GroovyMAME 0.202 - Switchres v0.017j
Post by: Doozer on October 19, 2018, 10:44:35 am
How do you solved the "Memory exausted" error?

I will talk about the Linux side, but Windows situation should not differ.

You need a beefy RAM configuration with at least 6G RAM to pass the linkage of the binary (since 0.200 version). You can achieve this with less memory but you have to compensate with a large swap file.
Title: Re: GroovyMAME 0.200 - Switchres v0.017i
Post by: Dalba on October 21, 2018, 01:39:11 pm
groovymame64 201_017i_d3d9ex_nonag available here (https://b4nd1t0.blogspot.com/2018/09/mame-0201.html)

Hello,
I'm using your build and i can't get hiscore to work...
What i did :
- create a "plugins/hiscore" folder and put hiscore.dat in it
- set "hiscore 1" in plugin.ini
- set "plugins 1" and "plugin hiscore" in mame.ini
- create a "hi" folder

Did i miss something or is it your mame version that is incompatible with hiscore support ? 
Title: Re: GroovyMAME 0.202 - Switchres v0.017j
Post by: ncflagg on October 22, 2018, 12:52:48 am
Where can I get the frame_splice (beam racing) sync GM build?

This youtube video from March shows it in action (in March) but I don't see it documented anywhere:
 https://www.youtube.com/watch?v=7qdkVLuix2g (https://www.youtube.com/watch?v=7qdkVLuix2g)

Code: [Select]
mame64 -srf -frame_slice 7 -vsync_offset 148 -ues -nouesx -hlsl -priority 1 -nosleep alexkidd
Title: Re: GroovyMAME 0.202 - Switchres v0.017j
Post by: u-man on October 22, 2018, 02:52:17 am
Most drivers in MAME dont support beam racing, so the version you have seen is a experimental build, a proof of concept.

You can read about it here: http://forum.arcadecontrols.com/index.php/topic,133194.240.html (http://forum.arcadecontrols.com/index.php/topic,133194.240.html)

Title: Re: GroovyMAME 0.202 - Switchres v0.017j
Post by: schmerzkaufen on October 22, 2018, 05:02:53 am
IIRC the thing was support for all or most games would require mamedev to rewrite all the drivers to be line-accurate...prospects on that ever happening are *cough*. Can't blame them, who wants to redo like 20y worth of work?

Problem is no one in the scene made a clear statement regarding beam racing and arcades/MAME emulation yet saying "yes beam racing will generalize in the near future" or "no it will remain a niche feature for likely a very long time because the requirements to generalize it are pharaonic".

So today people are still there waiting and believing probably too eagerly, for what might not be a 'now' revolution but rather slow step-by-step evolution over the next decade if not several (if ever for many systems if there's no one available to work on them)

Alternatively the best scenario would probably be mamedev rewriting the most popular drivers in priority and in the near future, then give the rest indefinite time.
Anyway people could be using GM with frame_delay, like we've been for years, or buy themselves a gsync/freesync setup.  :dunno
Title: Re: GroovyMAME 0.200 - Switchres v0.017i
Post by: b4nd1t0 on October 22, 2018, 05:48:35 am

Hello,
I'm using your build and i can't get hiscore to work...
What i did :
- create a "plugins/hiscore" folder and put hiscore.dat in it
- set "hiscore 1" in plugin.ini
- set "plugins 1" and "plugin hiscore" in mame.ini
- create a "hi" folder

Did i miss something or is it your mame version that is incompatible with hiscore support ?
hi, the version is fully compatible, to avoid mistakes I suggest you to download the unpatched version of mame, create the ini with mame64 -cc and then copy groovymame64.exe in the folder, I always follow this procedure and I never had problems
Title: Re: GroovyMAME 0.203 - Switchres v0.017k
Post by: Calamity on November 02, 2018, 08:12:56 am
GroovyMAME v0.203 is out!

What's new in Switchres v0.017k (November 2018)

- Modeline generation now possible from 15 kHz up to 8K fulldome. Bandwidth limitations imposed by drivers still apply.
Title: Re: GroovyMAME 0.203 - Switchres v0.017k
Post by: schmerzkaufen on November 02, 2018, 08:21:34 am
YEEHAAW!! time to ride that beast.  8)
Title: Re: GroovyMAME 0.203 - Switchres v0.017k
Post by: pmc3 on November 02, 2018, 08:26:06 am
d3d9ex bin pliz ^_____^
Title: Re: GroovyMAME 0.203 - Switchres v0.017k
Post by: Calamity on November 02, 2018, 08:27:30 am
d3d9ex bin pliz ^_____^

Linking...
Title: Re: GroovyMAME 0.203 - Switchres v0.017k
Post by: pmc3 on November 02, 2018, 08:31:45 am
lol, great. Thanks for your work ;)
Title: Re: GroovyMAME 0.203 - Switchres v0.017k
Post by: josete2k on November 02, 2018, 03:28:20 pm
Thanks Calamity.

Here's the 32bit nonag version.

Only bin:

https://www.mediafire.com/file/w74jot4jfrj0wb4/mamearcadeX86_0.203_nonag.rar/file (https://www.mediafire.com/file/w74jot4jfrj0wb4/mamearcadeX86_0.203_nonag.rar/file)


Fullpath:

https://www.mediafire.com/file/76u4y3ko4r7fjf6/groovymamearcade0.203_32bit_nonag.rar/file (https://www.mediafire.com/file/76u4y3ko4r7fjf6/groovymamearcade0.203_32bit_nonag.rar/file)
Title: Re: GroovyMAME 0.203 - Switchres v0.017k
Post by: cools on November 02, 2018, 05:52:33 pm
d3d9ex bin pliz ^_____^

Linking...

mame.ini included ?  >:D
Title: Re: GroovyMAME 0.203 - Switchres v0.017k
Post by: Trnzaddict on November 02, 2018, 08:43:37 pm
Would somebody be so kind to compile the x64 d3d9ex nonag version?
Title: Re: GroovyMAME 0.203 - Switchres v0.017k
Post by: Doozer on November 03, 2018, 04:51:56 am
GroovyMAME v0.203 is out!

What's new in Switchres v0.017k (November 2018)

- Modeline generation now possible from 15 kHz up to 8K fulldome. Bandwidth limitations imposed by drivers still apply.

Hi Calamity,

As usual, many thanks for this release.

Would it be possible to have the system impacted together with the release of a new feature/function? I assume the modeline generation mentioned above is for Windows OS, am I correct?

Best
Title: Re: GroovyMAME 0.203 - Switchres v0.017k
Post by: Calamity on November 03, 2018, 12:48:21 pm
Would it be possible to have the system impacted together with the release of a new feature/function? I assume the modeline generation mentioned above is for Windows OS, am I correct?

This change is OS-independent. Basically it's an update to the bandwidth sanity checks that were reasonable a few years ago but now were preventing Switchres from handling 4k resolutions.
Title: Re: GroovyMAME 0.203 - Switchres v0.017k
Post by: Doozer on November 04, 2018, 03:04:23 am
Thanks Calamity for the clarification.

The Groovymame Linux binary is now available on the drive as well.

Cheers!
Title: Re: GroovyMAME 0.203 - Switchres v0.017k
Post by: b4nd1t0 on November 04, 2018, 05:40:30 pm
Thanks calamity for the new patch.
The new version 0.203 groovyv0.017k+d3d9ex+nonag available ->here<- (https://b4nd1t0.blogspot.com/2018/11/mame0203.html) on the repo, as usual.

 :cheers:
Title: Re: GroovyMAME 0.203 - Switchres v0.017k
Post by: Simo on November 05, 2018, 02:51:03 am
Hi, but there isn't a 32bit version of .201?
Title: Re: GroovyMAME 0.203 - Switchres v0.017k
Post by: schmerzkaufen on November 05, 2018, 04:27:45 am
No wolf version this time b4nd1t0, or is the link broken ?  ;)
Title: Re: GroovyMAME 0.203 - Switchres v0.017k
Post by: b4nd1t0 on November 05, 2018, 04:58:07 am
I'm working on it, give me two hours and it's ready  ;D

Update: groovywolf ready!
Title: Re: GroovyMAME 0.203 - Switchres v0.017k
Post by: schmerzkaufen on November 05, 2018, 06:28:19 am
Thanks!  8)
Title: Re: GroovyMAME 0.203 - Switchres v0.017k
Post by: Simo on November 05, 2018, 03:46:53 pm
thank you very much for your availability .
Wolf but I can’t see the 32bit version of .201
Title: Re: GroovyMAME 0.203 - Switchres v0.017k
Post by: tom5151 on November 05, 2018, 03:56:50 pm
Thanks @Calamity and @b4nd1t0

Envoyé de mon ONEPLUS A5000 en utilisant Tapatalk

Title: Re: GroovyMAME 0.203 - Switchres v0.017k
Post by: b4nd1t0 on November 05, 2018, 04:49:14 pm
Hi, but there isn't a 32bit version of .201?
Sorry but I don't compile anymore the 32 bit versions.

Inviato dalla batcaverna utilizzando Tapatalk

Title: Re: GroovyMAME 0.203 - Switchres v0.017k
Post by: Simo on November 06, 2018, 12:42:55 am

Sorry but I don't compile anymore the 32 bit versions
[/quote]
Ok, thanks anyway ;)
Title: Re: GroovyMAME 0.203 - Switchres v0.017k
Post by: Simo on November 06, 2018, 12:46:46 am
Sorry but I don't compile anymore the 32 bit versions.

Ok, thanks anyway
Title: Re: GroovyMAME 0.203 - Switchres v0.017k
Post by: pmc3 on November 29, 2018, 05:45:42 am
Hi, but there isn't a 32bit version of .201?

groovy32 is available on emufrance with each new version of official (mame+groovy).

edit: 204 here: http://www.emu-france.com/news/58037-multi-systemes-groovymame-v0-204-switchres-v0-017l/ (http://www.emu-france.com/news/58037-multi-systemes-groovymame-v0-204-switchres-v0-017l/)
Title: Re: GroovyMAME 0.204 - Switchres v0.017l
Post by: Calamity on November 29, 2018, 06:53:42 am
GroovyMAME 0.204 is out!

What's new in Switchres v0.017l (November 2018)

- Fix issue where 4K pixel clocks caused an overflow in the modeline engine. Now Switchres can properly pick 4K video modes. However, AMD drivers will still reject custom 4K timings so, until this gets fixed, use the -nomodeline_generation in GroovyMAME when running on 4K monitors.
Title: Re: GroovyMAME 0.204 - Switchres v0.017l
Post by: b4nd1t0 on November 29, 2018, 07:18:22 am
Great, thanks!

New version 64bit, nonag etc. usual place ->here<- (https://b4nd1t0.blogspot.com/2018/11/mame-0204.html)

Title: Re: GroovyMAME 0.204 - Switchres v0.017l
Post by: josete2k on November 30, 2018, 11:30:03 am
Thanks Calamity.

As usual, the 204 arcade with nonag and 32 bit:

https://mega.nz/#!aUwAWIYI!BrKdjhObs4tfpCw3678k3e4Z6uoHc1TMf_kobcSoFZE
Title: Re: GroovyMAME 0.204 - Switchres v0.017l
Post by: dilarconon on December 26, 2018, 06:48:57 am
The 204 diff does not work with mame 0.205 (not surprising).

Is there diff file for 0.205?
Title: Re: GroovyMAME 0.204 - Switchres v0.017l
Post by: haynor666 on December 26, 2018, 01:40:45 pm
Nope
Title: Re: GroovyMAME 0.204 - Switchres v0.017l
Post by: Calamity on December 27, 2018, 07:43:53 am
Here's a diff for v0.205. I've dropped BGFX support on this one, temporarily until I find the time and mood to redo it (the BGFX library has suffered a major rework and everything needs to be redone, it took me weeks the first time).
Title: Re: GroovyMAME 0.204 - Switchres v0.017l
Post by: haynor666 on December 27, 2018, 09:09:04 am
Sliders saving function is not implemented in this patch?
Title: Re: GroovyMAME 0.204 - Switchres v0.017l
Post by: schmerzkaufen on December 27, 2018, 09:59:46 am
He mentioned an issue with the frame_delay slider, so it's too soon to add this to the official diff I guess.
Title: Re: GroovyMAME 0.204 - Switchres v0.017l
Post by: haynor666 on December 27, 2018, 10:51:39 am
Right, I forgot about this.
Title: Re: GroovyMAME 0.204 - Switchres v0.017l
Post by: Calamity on December 27, 2018, 11:09:48 am
I'm working on it atm. The 205 diff I uploaded doesn't have the save sliders feature, I posted it just in case someone didn't want to wait.
Title: Re: GroovyMAME 0.204 - Switchres v0.017l
Post by: donluca on December 27, 2018, 01:50:21 pm
For us CRT users, does BGFX offer any improvement over other video drivers?
Title: Re: GroovyMAME 0.204 - Switchres v0.017l
Post by: u-man on December 27, 2018, 02:12:18 pm
IMHO the only advantage over other drivers is that it works with any OS (Linux, Mac OS X, Windows), but thats all. In theory there could be more advantages, if the Full potential would be used, but this would require more improvements in the coding.
Title: Re: GroovyMAME 0.204 - Switchres v0.017l
Post by: schmerzkaufen on December 27, 2018, 03:16:39 pm
It was supposed to cure cancer and turn water into wine, but it's still worse than D3D/D3D9ex overall.
No, to be fair some games perfom better with it, but that's all I can remember for the pros.
The cons: no solution for the lag yet, and shaders settings don't save.
In short it tells people to stick to D3D/groovy, or retroarch...
Title: Re: GroovyMAME 0.204 - Switchres v0.017l
Post by: dilarconon on December 28, 2018, 03:34:22 am
I'm working on it atm. The 205 diff I uploaded doesn't have the save sliders feature, I posted it just in case someone didn't want to wait.

I really appreciate this attitude. I know we're just at the mercy of your schedule and you had full right to release anytime, but thank you so much for that diff file.
We were able to have friendly comp at our lan party with the best version of MAME  :applaud:
Title: Re: GroovyMAME 0.204 - Switchres v0.017l
Post by: Calamity on December 28, 2018, 07:09:33 am
With regards to BGFX, the author has added an option to set max frame latency, in the same way we do it in D3D9ex. As far as I know, baseline MAME is not benefiting from this feature yet, but it'd be trivial to add it.

The main concern for us with BGFX is that it doesn't support full screen exclusive rendering. Its documentation says "not implemented yet". Based on the web the feature has been requested to the author a few times already. He probably has other priorities, that's understandable. Probably he expects full screen exclusive mode will be deprecated anyway in a near future, so if he postpones it long enough it will become unnecessary.

My previous "implementation" of fullscreen exclusive mode through BGFX was a hack around the D3D11 backend, which obviously got broken as soon as the author made a serious rework of his code. Now after thinking of it, I believe it's a bad idea to even try again.

The main problem, imho, is that the interface itself of bgfx initialization only takes width and height, while targeting video modes accurately requires at least width, height and refresh (3 params), I say at least because it's desirable to also take interlace as a param. This oversimplification of the video phenomenon is an issue with most emulators, by the way, and the reason behind most compatibility problems with custom video modes, due to emulator authors' indifference or plain ignorance about video nature.

Having to add more params to the interface involves bulk changes all through the api. This could only be done in a clean, consistent way, by the author himself. For me, even figuring out what that code does is very difficult. It's written by a genius, but he didn't write it for others to understand.

With regards to GroovyMAME, not having support through BGFX seriously limits the viability of the project in the future. It might lead to a final project stall, or maybe an unlikely scenario where there's a completely separate backend for CRTs without any fancy shaders or anything (a major and unlikely to happen undertaking), and BFGX (hopefully with proper latency) for everyone else.
Title: Re: GroovyMAME 0.204 - Switchres v0.017l
Post by: dilarconon on December 28, 2018, 08:35:10 am
With regards to BGFX, the author has added an option to set max frame latency, in the same way we do it in D3D9ex. As far as I know, baseline MAME is not benefiting from this feature yet, but it'd be trivial to add it.

The main concern for us with BGFX is that it doesn't support full screen exclusive rendering. Its documentation says "not implemented yet". Based on the web the feature has been requested to the author a few times already. He probably has other priorities, that's understandable. Probably he expects full screen exclusive mode will be deprecated anyway in a near future, so if he postpones it long enough it will become unnecessary.

My previous "implementation" of fullscreen exclusive mode through BGFX was a hack around the D3D11 backend, which obviously got broken as soon as the author made a serious rework of his code. Now after thinking of it, I believe it's a bad idea to even try again.

The main problem, imho, is that the interface itself of bgfx initialization only takes width and height, while targeting video modes accurately requires at least width, height and refresh (3 params), I say at least because it's desirable to also take interlace as a param. This oversimplification of the video phenomenon is an issue with most emulators, by the way, and the reason behind most compatibility problems with custom video modes, due to emulator authors' indifference or plain ignorance about video nature.

Having to add more params to the interface involves bulk changes all through the api. This could only be done in a clean, consistent way, by the author himself. For me, even figuring out what that code does is very difficult. It's written by a genius, but he didn't write it for others to understand.

With regards to GroovyMAME, not having support through BGFX seriously limits the viability of the project in the future. It might lead to a final project stall, or maybe an unlikely scenario where there's a completely separate backend for CRTs without any fancy shaders or anything (a major and unlikely to happen undertaking), and BFGX (hopefully with proper latency) for everyone else.

Hey Calamity, I couldn't get a clear answer from Google.
Is you have an LCD and G-Sync, how many GroovyMAME frames are improved in terms of input lag?

disable_loading_patch     1
monitor                   lcd
lcd_range                 50-145
frame_delay               2

Other than the settings above, do I need to look into other things?
Title: Re: GroovyMAME 0.204 - Switchres v0.017l
Post by: schmerzkaufen on December 28, 2018, 09:39:38 am
Hmm...your settings seem to indicate you mistake frame_delay for run-ahead, but they're not the same thing.

Also more importantly I believe if you have a G-Sync or FreeSync monitor you don't need lag reduction features such as these to get the minumum lag MAME can produce anyway.
Normally you just play without any vsync feature on and you're set, the games should play with a refesh speed and delay equal to the original hardware+game program's intended*, and without tearing.
That's the point of these nVidia and AMD technologies (and also HDMI 2.1 VRR afaik)



*As far as MAME drivers accuracy go individually, of course (some drivers require the intervention of other software included in MAME that might add a thread and/or frame on top, which is also why in theory multi-core CPU should provide an advantage in response)
Title: Re: GroovyMAME 0.205 - Switchres v0.017m
Post by: Calamity on December 28, 2018, 09:57:09 am
GroovyMAME 0.205 is out!

What's new in Switchres v0.017m (December 2018)

- Added feature to autosave UI sliders to make frame delay in-game adjustments non-volatile.

- (Windows) Added capability to toggle frame delay from the UI.

- (Windows) Preliminar work on modifications to the frame delay implementation to improve its accuracy.

- (Windows) Temporarily dropped BFGX support due to upstream overhaul.
Title: Re: GroovyMAME 0.204 - Switchres v0.017l
Post by: dilarconon on December 28, 2018, 10:12:10 am
Hmm...your settings seem to indicate you mistake frame_delay for run-ahead, but they're not the same thing.

Also more importantly I believe if you have a G-Sync or FreeSync monitor you don't need lag reduction features such as these to get the minumum lag MAME can produce anyway.
Normally you just play without any vsync feature on and you're set, the games should play with a refesh speed and delay equal to the original hardware+game program's intended*, and without tearing.
That's the point of these nVidia and AMD technologies (and also HDMI 2.1 VRR afaik)



*As far as MAME drivers accuracy go individually, of course (some drivers require the intervention of other software included in MAME that might add a thread and/or frame on top, which is also why in theory multi-core CPU should provide an advantage in response)

Is it? I was under impression that d3d9ex reduces some.
So if I arleady have gsync with the right Nvidia configuration, GroovyMAME has no improvements on input lag?
Title: Re: GroovyMAME 0.205 - Switchres v0.017m
Post by: schmerzkaufen on December 28, 2018, 11:08:01 am
Calamity will correct me if I'm wrong but IIRC roughly;
Then logically;
EDIT: though this thread suggests that even without vsync there are differences: http://forum.arcadecontrols.com/index.php?topic=153434.0 (http://forum.arcadecontrols.com/index.php?topic=153434.0)

Now whether you have an advantage running GroovyMAME over baseline MAME for lag in this (your) case I'm not sure...
To activate the proper real refresh rates and speed in baseline MAME you need to turn the switchres option on (1), and if things work as they should with G-Sync/FreeSync activated then you should get what you want.
I'm not certain there aren't other things to set to achieve this properly in baseline MAME, since I haven't tried that myself with an actual G-Sync/FreeSync setup but rather an 'unlocked' monitor which supports all kinds of refresh rates, so it didn't go well and still required me to use the syncrefresh, which in principle unlike waitvsync should force MAME and the monitor to run at the game's refresh without tearing nor added lag (reminder: if switchres is on). Even so it wasn't perfectly smooth.
With my monitor for doing that GroovyMAME with frame_delay works better, but again my setup is not like your setup.

The reason we don't speak much about G-Sync and FreeSync here is because GroovyMAME's or RetroArch's options related to lag and smoothness, are made for people who don't have G-Sync/FreeSync.
Now the latter aren't all perfect either from what I've heard.

It'd be useful maybe to start a dedicated thread to discuss the branded nVidia/AMD variable refresh topic, unless there's already one somewhere?
Title: Re: GroovyMAME 0.205 - Switchres v0.017m
Post by: Calamity on December 28, 2018, 12:40:07 pm
I've noticed that the new frame delay slider breaks hlsl, please be aware. I'll work on a fix.
Title: Re: GroovyMAME 0.205 - Switchres v0.017m
Post by: schmerzkaufen on December 28, 2018, 12:56:18 pm
Development sounds like playing a whack-a-mole game except it's in code.
Title: Re: GroovyMAME 0.205 - Switchres v0.017m
Post by: Doozer on December 28, 2018, 03:27:23 pm

- Added feature to autosave UI sliders to make frame delay in-game adjustments non-volatile.

- (Windows) Preliminar work on modifications to the frame delay implementation to improve its accuracy.


I assume the autosave UI sliders is also working for Linux users, am I right? (I am currently building GM)

What is the frame delay implementation you are working on? Is it really limited to Windows only?
Title: Re: GroovyMAME 0.205 - Switchres v0.017m
Post by: Calamity on December 28, 2018, 05:06:11 pm
Hi Doozer,

I assume the autosave UI sliders is also working for Linux users, am I right? (I am currently building GM)

Yeah, that part is OS independent, so everything should work just the same.

Quote
What is the frame delay implementation you are working on? Is it really limited to Windows only?

I'd like to improve the alignment of the theoretical frame delay values with the corresponding scanline numbers. This is a required first step to an eventual auto frame delay feature.

Unfortunately on the Linux side, as we discussed, we don't have access to scanlines, so the implementation will need to achieve the same with timers (which probably requires someone smarter than me).

Title: Re: GroovyMAME 0.205 - Switchres v0.017m
Post by: Calamity on December 28, 2018, 05:08:28 pm
Development sounds like playing a whack-a-mole game except it's in code.

Fortunately the issue easy to solve, I just regret not having tested the damned shaders before uploading the builds.
Title: Re: GroovyMAME 0.205 - Switchres v0.017m
Post by: Heian_Shodan on December 28, 2018, 05:27:10 pm
So, for some reason, I no longer can use frame delay with throttle turned off, otherwise it messes up the speed of the game. This never happened before the 205 version. Any clue on what's going on?
Title: Re: GroovyMAME 0.205 - Switchres v0.017m
Post by: Calamity on December 28, 2018, 05:38:40 pm
Calamity will correct me if I'm wrong but IIRC roughly;

Yeah, basically all true, just worth pointing out it's AMD/Nvidia drivers the ones that create the buffers when they're allowed freedom, rather than DirectX or SDL. They do that in order to cheat on benchmarks. It's only through the newer apis (e.g. Direct9X+, Vulcan) that the frame buffer size can be controlled.

Quote
EDIT: though this thread suggests that even without vsync there are differences: http://forum.arcadecontrols.com/index.php?topic=153434.0 (http://forum.arcadecontrols.com/index.php?topic=153434.0)

Now whether you have an advantage running GroovyMAME over baseline MAME for lag in this (your) case I'm not sure...

There's a remaining latency source in baseline MAME of barely one frame, due to how the keyboards are polled, that can be shaved without fancy features like frame delay.

Quote
so it didn't go well and still required me to use the syncrefresh, which in principle unlike waitvsync should force MAME and the monitor to run at the game's refresh without tearing nor added lag (reminder: if switchres is on). Even so it wasn't perfectly smooth.
With my monitor for doing that GroovyMAME with frame_delay works better, but again my setup is not like your setup.

That's because your monitor is not actually refreshing at the input rate. It just accepts it, like most do, but resamples it so it falls within its refresh window. You know it's actually refreshing at the input rate when it's perfectly smooth. That's how I find the refresh range in my monitorst, I run different refresh rates and test them visually, there's no other way.

Quote
The reason we don't speak much about G-Sync and FreeSync here is because GroovyMAME's or RetroArch's options related to lag and smoothness, are made for people who don't have G-Sync/FreeSync.

I recently purchased a Freesync monitor but haven't tested the Freesync feature yet with MAME (it required a new video card, which required a new psu in turn, etc.)
Title: Re: GroovyMAME 0.205 - Switchres v0.017m
Post by: Calamity on December 28, 2018, 05:41:35 pm
So, for some reason, I no longer can use frame delay with throttle turned off, otherwise it messes up the speed of the game. This never happened before the 205 version. Any clue on what's going on?

It's amazing that before you could use frame delay at all with throttle turned off.
Title: Re: GroovyMAME 0.205 - Switchres v0.017m
Post by: Heian_Shodan on December 28, 2018, 06:04:38 pm
I used to enable autosync or syncrefresh, turn the throttle off, then use frame delay. It worked great in the 204 version. But now its just messing the speed of the game. And if I enable throttle, I get these annoying frame stutters and pitch oscillations, specially on CPS3 emulation.
Title: Re: GroovyMAME 0.205 - Switchres v0.017m
Post by: Calamity on December 28, 2018, 06:18:31 pm
I used to enable autosync or syncrefresh, turn the throttle off, then use frame delay. It worked great in the 204 version.

It didn't work. Frame delay doesn't work without throttle. Promise. Whatever value you passed was ignored.

Now, lower the value of frame delay to one that your system can handle properly (no stutters, no speed issues).

And consider posting a log.
Title: Re: GroovyMAME 0.205 - Switchres v0.017m
Post by: dilarconon on December 28, 2018, 07:06:05 pm
There's a remaining latency source in baseline MAME of barely one frame, due to how the keyboards are polled, that can be shaved without fancy features like frame delay.


How would we be able to shave that?

Also, what exactly is frame delay? I thought it was something like runahead, but I was corrected.
Title: Re: GroovyMAME 0.205 - Switchres v0.017m
Post by: Doozer on December 29, 2018, 02:47:53 am
I'd like to improve the alignment of the theoretical frame delay values with the corresponding scanline numbers. This is a required first step to an eventual auto frame delay feature.

Unfortunately on the Linux side, as we discussed, we don't have access to scanlines, so the implementation will need to achieve the same with timers (which probably requires someone smarter than me).

Hi Calamity,

The only solution I see right now would be to patch the kernel to export the scanline position. Linux has also a fallback code (timer based) to calculate when vblank should be fired. With some enhancement it might be in a position to report the beam position. This would required libdrm to be patched as well to provide the access function.
Having a user land timer is not a bad idea. It can be re-sync at each vblank int and could be more than precise enough for scanline position reporting.

Could you please share the prototype of the windows function to see how far it can be accommodated on the Linux side?
Title: Re: GroovyMAME 0.205 - Switchres v0.017m
Post by: Doozer on December 29, 2018, 02:51:55 am
GroovyMAME 0.205 is out!

What's new in Switchres v0.017m (December 2018)

- Added feature to autosave UI sliders to make frame delay in-game adjustments non-volatile.

- (Windows) Added capability to toggle frame delay from the UI.

- (Windows) Preliminar work on modifications to the frame delay implementation to improve its accuracy.

- (Windows) Temporarily dropped BFGX support due to upstream overhaul.

The Linux binary has been added as well. Thanks Calamity.
Title: Re: GroovyMAME 0.205 - Switchres v0.017m
Post by: schmerzkaufen on December 29, 2018, 04:20:11 am
That's because your monitor is not actually refreshing at the input rate. It just accepts it, like most do, but resamples it so it falls within its refresh window. You know it's actually refreshing at the input rate when it's perfectly smooth. That's how I find the refresh range in my monitorst, I run different refresh rates and test them visually, there's no other way.
Well I though you got that all games at any refresh run absolutely silky smooth on it, and when I check the status it always matches the input on V, I don't believe it resamples but rather it doesn't mind part of the signal information so it can run anything within 50-75 without conversion.
It's a very rare thing on flat panel monitors these days, I think it was more common in the past on early lcd monitors before things like HDMI became the standard and 'locked' everything unwanted out of range.
Actually it works with external sources too, anything through an OSSC for instance works and is silky smooth without a hiccup or added lag as far as I tested.
Or if it's still a type of conversion, well, it is a non-destructive, non-laggy one, dunno. *shrug*
Title: Re: GroovyMAME 0.205 - Switchres v0.017m
Post by: Calamity on December 29, 2018, 04:39:20 am
Ah, ok, I had understood the opposite when you said "Even so it wasn't perfectly smooth."
Title: Re: GroovyMAME 0.205 - Switchres v0.017m
Post by: schmerzkaufen on December 29, 2018, 04:44:59 am
With baseline MAME! sorry my sentences are always so convoluted because of my lacking english.

In short I tried the same thing but using baseline instead of Groovy, it worked but not 100% smooth, there were hiccups remaining.

(also of course baseline lacks the mod you made to skip the oddball resolutions that gave me black screens before)

EDIT: the question was if you got FreeSync do you still benefit from Groovy or can you just use baseline ?
Title: Re: GroovyMAME 0.205 - Switchres v0.017m
Post by: b4nd1t0 on December 29, 2018, 12:26:10 pm
Thanks Calamity, the 64 bit non nag added to the repo, in these days i can test the new features on my cab.
Title: Re: GroovyMAME 0.205 - Switchres v0.017m
Post by: Paradroid on December 29, 2018, 01:17:39 pm
With baseline MAME! sorry my sentences are always so convoluted because of my lacking english.

Are you for real?! Wordy, sure, but your command of the language is better than most native speakers. Especially when it comes to the written form!

All these recent developments are very exciting guys! Thoroughly enjoying watching this unfold...

Sent from my SM-G955F using Tapatalk

Title: Re: GroovyMAME 0.205 - Switchres v0.017m
Post by: dilarconon on December 29, 2018, 08:21:29 pm
Can somebody explain what frame_delay actually does in details? Google doesn't seem to help that much
Title: Re: GroovyMAME 0.205 - Switchres v0.017m
Post by: schmerzkaufen on December 30, 2018, 07:11:35 am
Personally I don't get all the technique behind it but as far as I understand; most of the games/hardwares emulated are not frame-based, rather they do all what they've been programmed for by their developers within a certain time (which would be better measured in miliseconds)
MAME emulating a game (the driver) if correct/accurate and not using additional software to assist that driver (which is sometimes the case for a number of games) does not expand nor shrink that time, it should be the same as the real thing.
With that MAME's renderer creates as many frames as it can in succession, agnostically, and along that there will be other frames used for vblank and inputs.
(I think understanding how all these are organized in terms of frames/threads/priority is essential to fully explain but that part is beyond my current level)

There what I'll say is speculation again because I don't fully understand, but somehow I think the moment the inputs register happens close to (or same as under conditions?) that of the render frame. If that render frame you see happens late because there's been several buffer frames before (like what happens with vsynced D3D/OGL/BGFX) then of course you feel a lot of lag because it happens several frames even on top of / away from the game's natural delay.
Nth edit: or maybe it's the other way around and the cause of perceptible lag is that they're too far apart.

Using plain D3D9ex (or frame_delay 1) there's only one frame used for vsync so the render and therefore inputs are already much closer to the game.

Using higher values of frame_delay then...delays the rendering of the next/upcoming frame, giving the inputs more chances to register close to (or within the same time frame?) as that 'closest' render frame, instead of missing the opportunity and register with the next.

Frame_delay 0 to 9 represent 10 fractions of a frame (1 step then being a bit over 1.6ms), the higher your setting the more the next frame is delayed and the inputs have a chance to register within the time of the current rendered frame.
In theory if you can set it to 9 then the inputs register as close to the base game's delay as possible, which should be almost unmeasurable (too short)
So in practice if you set frame_delay about 7~8 there's only 5~3.3ms delay on top of the game's.

Of course there you have to consider your PC+OS ability and settings, controller port input polling, controller pcb or adapter's own lag, and display lag.
With carefully selected and set hardware you can keep the lag chain very low adding only a few more ms on top of GroovyMAME and maintain under 1/2 a frame (8.3ms) in total on top of the game's normal lag/time.

This is how I understand it, but of course my explanation is probably wrong in various places. Calamity and a handful of more educated members here would certainly correct and explain better than I do.

In any case contrary to run-ahead, frame_delay is not designed so that it would allow to eliminate frames corresponding to the game's original time/delay, so 'lower lag than real hardware/game' is impossible with it.

There are more matters worthy of consideration on top of it all, which are proper refresh speeds, and in your case the alternative of featured variable refresh-capable hardware such as G-Sync and FreeSync.

Wordy, sure
;D
Title: Re: GroovyMAME 0.205 - Switchres v0.017m
Post by: Dacasks on December 30, 2018, 10:12:24 am
I know this kind of question goes nowhere... but for some time now I'm wondering...

what is the breed of Horses and ration people are using to manage frame delay 8 (even 9 in some cases)? I can't reach FD8 on CPS1/2 games anymore since the ASIO hack days.
Every new mainline Mame release f* up performance so badly that I actually use older versions for more demanding games, like CPS3 or Capcom ZN games of the likes of SF Ex Plus.
I barely keep up with the new releases anymore, unfortunately. After all. it's all bout Tiger Handhelds and even Calculators nowadays. CALCULATORS my man.
Life must be hella boring to someone dedicate time for that, geez.
Title: Re: GroovyMAME 0.205 - Switchres v0.017m
Post by: neth0c on December 30, 2018, 10:38:21 am
Hi,
sorry for my bad english.

I thought frame delay is sth like this:

60hz ist one frame every 16,6ms.

Frame delay 5 => the emulator wait 5ms for an input
Frame delay 8 => the emulator wait 8ms for an input  (i.e. the emulator got only 8ms to emulate = more stress)
Title: Re: GroovyMAME 0.205 - Switchres v0.017m
Post by: u-man on December 30, 2018, 10:56:02 am
Every new mainline Mame release f* up performance so badly that I actually use older versions for more demanding games, like CPS3 or Capcom ZN games of the likes of SF Ex Plus.
I barely keep up with the new releases anymore, unfortunately. After all. it's all bout Tiger Handhelds and even Calculators nowadays. CALCULATORS my man.
Life must be hella boring to someone dedicate time for that, geez.
If every new MAME release  f* up your PC performance so badly, then it is probably time for a new PC.
Sadly, you did not provide any information about your setup, so we can barely help. If drivers/games are demanding more power, then it is probably because the devs improved the accuracy of the emulation. I dont think that the MAME devs want to make a game worse. You need to understand that the devs do not want to stay at a Windows XP level as a minimum configuration.
While handhelds in the current state may not look interesting, this could easily change if the artwork system can support virtual 3D handhelds with the (playable) game on it and this is no utopia here. Same goes for calculators, they seem of no interest, but are pretty cool for a "newbie" who wants to develop something new for MAME. Any new emulated chip/pcb, is maybe good for another system that needs to be emulated.
Title: Re: GroovyMAME 0.205 - Switchres v0.017m
Post by: haynor666 on December 30, 2018, 12:27:17 pm
I know this kind of question goes nowhere... but for some time now I'm wondering...

what is the breed of Horses and ration people are using to manage frame delay 8 (even 9 in some cases)? I can't reach FD8 on CPS1/2 games anymore since the ASIO hack days.
Every new mainline Mame release f* up performance so badly that I actually use older versions for more demanding games, like CPS3 or Capcom ZN games of the likes of SF Ex Plus.
I barely keep up with the new releases anymore, unfortunately. After all. it's all bout Tiger Handhelds and even Calculators nowadays. CALCULATORS my man.
Life must be hella boring to someone dedicate time for that, geez.

That's a price of progress I'm affraid. Many drivers are better like stv, taitogn but also slower right now. Also MAME in this year has slightly lower performance. You know, we can't expect to play on single hardware for years, just look at modern PC games.
Title: Re: GroovyMAME 0.205 - Switchres v0.017m
Post by: Dacasks on December 30, 2018, 03:46:26 pm
Every new mainline Mame release f* up performance so badly that I actually use older versions for more demanding games, like CPS3 or Capcom ZN games of the likes of SF Ex Plus.
I barely keep up with the new releases anymore, unfortunately. After all. it's all bout Tiger Handhelds and even Calculators nowadays. CALCULATORS my man.
Life must be hella boring to someone dedicate time for that, geez.
If every new MAME release  f* up your PC performance so badly, then it is probably time for a new PC.
Sadly, you did not provide any information about your setup, so we can barely help. If drivers/games are demanding more power, then it is probably because the devs improved the accuracy of the emulation. I dont think that the MAME devs want to make a game worse. You need to understand that the devs do not want to stay at a Windows XP level as a minimum configuration.
While handhelds in the current state may not look interesting, this could easily change if the artwork system can support virtual 3D handhelds with the (playable) game on it and this is no utopia here. Same goes for calculators, they seem of no interest, but are pretty cool for a "newbie" who wants to develop something new for MAME. Any new emulated chip/pcb, is maybe good for another system that needs to be emulated.

Nah, I don't need a new pc. I just a made a joke, a bad one I might add, at something that is partially true independent of reasons: emulation on Mame is getting ridiculous demanding for the most trivial things (affecting forks like Gmame, of course). Ironically, Hyper Fighting speed is emulated correctly only on 1999 Callus, for example.
Doesnt help that the guy who announces the new releases on the official website sounds like your local used car salesman
"AND NOW! As a special treat, improvements made the INFAMOUS T-3169 korean calculator partially emulated. It still doesn't make subtractions, but surely AWESOME NEWS for emulation fans out there! Plus, a new Street Fighter 2 clone was added", which I always find, personally, hilarious. I would prefer a cold "what's new" log, but anyway...

Don't be so defensive. I'm not looking for help either and I'm fully aware what the mainline project aims for.

Few years ago an overclocked g3258 was pretty much the "AK-47 deal" for the Gmame fork. Not anymore. I was just wondering what kind of processor people are using for "top performance", specially under Gmame . I use an OCed 4690k here. Mainly FD7 on 2D stuff on newer Mame releases. 3D stuff varies a lot... but, mostly FD3, 2... or those more demanding Namco games with it disabled.
I also wonder if there are delay improvements on the Frame_delay feature as well, comparing it to older, less demanding releases... something on the lines of ".170 Frame_Delay 8 on par with Frame_Delay 7 on newer releases" kind of stuff.

Anyway, happy new year for everyone, specially to those involved on the Gmame project! I STILL DIDN'T COMMIT SUICIDE THANKS TO YOU! I know, it's collateral, it wasn't the main reason.



That's a price of progress I'm affraid. Many drivers are better like stv, taitogn but also slower right now. Also MAME in this year has slightly lower performance. You know, we can expect to play on single hardware for years, just look at modern PC games.

Yeah, that's the way it is, I guess. Eventually we'll reach a point that any low end machine (of a future time) will emulate stuff better than today on high end.
OR MAYBE NOT. But it's fine already...
Title: Re: GroovyMAME 0.205 - Switchres v0.017m
Post by: schmerzkaufen on December 30, 2018, 04:14:39 pm
For comparison I have the same processor + an R7, and for the Capcom stuff I do frame_delay 7 without issues (8 works too but with frame drops)
With HLSL on it's rather 6.
Cave cv1k games more like 5.
heavy stuff (STV, gnet, system22 etc) I don't use framedelay, just d3d9ex on default.
Currently my 4690k is OC'd @4.1/4.2GHz, but those same settings worked identically on stock.
I always use the latest build.
But I don't use Portaudio atm (will soon as soon as I've fixed a couple issues)

I think a stock G3258 should run the Capcom games with frame_delay 7 too.

It's true that few games can handle 8, guess most that can are pretty low spec / old titles.

PS: now that we have ingame CPU overcloking available you should try it with sf2hf, apply the same CPU underclock as other CPS games, which is 74% (in fact exactly "cpu value = 738' as seen in the game's .cfg) dunno if the result is anything like Callus but connoisseurs might want to have a look at it.
Title: Re: GroovyMAME 0.205 - Switchres v0.017m
Post by: Dacasks on December 30, 2018, 04:52:47 pm
For comparison I have the same processor + an R7, and for the Capcom stuff I do frame_delay 7 without issues (8 works too but with frame drops)
With HLSL on it's rather 6.
Cave cv1k games more like 5.
heavy stuff (STV, gnet, system22 etc) I don't use framedelay, just d3d9ex on default.
Currently my 4690k is OC'd @4.1/4.2GHz, but those same settings worked identically on stock.
I always use the latest build.
But I don't use Portaudio atm (will soon as soon as I've fixed a couple issues)

I think a stock G3258 should run the Capcom games with frame_delay 7 too.

It's true that few games can handle 8, guess most that can are pretty low spec / old titles.

PS: now that we have ingame CPU overcloking available you should try it with sf2hf, apply the same CPU underclock as other CPS games, which is 74% (in fact exactly "cpu value = 738' as seen in the game's .cfg) dunno if the result is anything like Callus but connoisseurs might want to have a look at it.

Yeah I know. I remember being one of the persons who tried to reach Mame devs about that one some years ago (I own the original board, so...). No one gave a f*, and the issue still persist. Now how a 20 year old emulator which relied on Speedfucshacks to work under a Pentium 233 can emulate that better, I sincerely don't know. Same with Carrier Air Wing intro (the jet engine trail being too fast). Actually I remember 70/71% was more accurate, but that was just me and what I felt more right compared to the real board.

IRONICALLY, nowadays I play at 125%. "Wtf?" Yeah, it's great to train reflexes. After the 30th anniversary collection came out I started doing that so I had advantage over online opponents. After sometime the vanilla game becomes so slow you can anti-air with jump kicks on reflex!
Fightcade is even worse. The game is even slower there. Gotta shoryuken those rushing Balrogs like the chosen One!

*and yeah... I actually can notice some fewer drops to none on CPS3 games at FD7 against the stock clock which works better at FD6... It's not much difference really overclocking it. Some other games really make use of it though, mostly heavy 2D games like those Taito F3 stuff or 3d games. I guess depends on the game/driver.
Title: Re: GroovyMAME 0.205 - Switchres v0.017m
Post by: schmerzkaufen on December 30, 2018, 06:06:54 pm
Yeah I know. I remember being one of the persons who tried to reach Mame devs about that one some years ago (I own the original board, so...). No one gave a f*, and the issue still persist. Now how a 20 year old emulator which relied on Speedfucshacks to work under a Pentium 233 can emulate that better, I sincerely don't know. Same with Carrier Air Wing intro (the jet engine trail being too fast). Actually I remember 70/71% was more accurate, but that was just me and what I felt more right compared to the real board.
I'm no specialist in the secret but from the bits I gathered here and there over the years it could simply be that MAME like most other emulators lacking wait states emulation, the solution would have been a deep and heavy program redesign, which might have meant halting the drivers development routine for a long time with the risk of losing a number of contributors (to competing projects?) So they chose to not do it and sacrifice accuracy for the sake of keeping working people around.

The 'mame aims at accuracy' priority narrative over time changed to 'the drivers are accurate, this is preservation' and to blaming the critics for being ungrateful, pirates, whatever, anything to shoo them away and avoid admitting that questionable choice they've made, while keeping the contributors happy, even at the cost of losing the trust and like of concerned gamers over time (and stimulate the emergence of nasty rogue alternatives like RA as a side-effect)
It's probably the same scenario in regards to lag which is another taboo topic, the best solution apparently would require the rewrite of the majority of the drivers, which of course is an unthinkable perspective.

Now I don't think they have given up on fixing those technical lackings, rather they've left them unattended / low priority under a veil indefinitely until maybe someone pops up to do the dirty job in a manner that satisfies them and doesn't hurt MAME's routine and reputation on the contribution side, which I believe is in fact their #1 concern much higher than users/gamers because they think contributors are all MAME needs to survive (huge mistake, but don't argue on perspectives with developers, they will only ever understand and trust one: theirs, ever unaware of that bias's toxicity)
The merge with MESS was also probably heavily motivated by that same concern.

For us there isn't considerable progress to expect in the near future, only bits of improvements here and there on already long-time emulated games, once in a while a new hardware long in the wait finally working at a playable level like some of those heavy 3D games, in any case progress at a very low pace.
If those major redesigns/implementations we've been expecting almost since MAME was born ever happen, it'll probably be in a very long time, when we will also probably don't care anymore in our lives anyway.

That's why having something like GroovyMAME is so great, it sure is not here for the purpose of achieving the immaculate emulation MAME preaches the public as a front policy saying is the only acceptable way even if that means waiting literally decades for some hypothetical development completions/fixes, but at least it makes up for some of MAME's most annoying flaws in an acceptable and decent fashion, so we can finally PLAY with a smile for still a good number of years before we're too old.  8)
Title: Re: GroovyMAME 0.205 - Switchres v0.017m
Post by: Dacasks on December 30, 2018, 07:30:35 pm
Yeah I know. I remember being one of the persons who tried to reach Mame devs about that one some years ago (I own the original board, so...). No one gave a f*, and the issue still persist. Now how a 20 year old emulator which relied on Speedfucshacks to work under a Pentium 233 can emulate that better, I sincerely don't know. Same with Carrier Air Wing intro (the jet engine trail being too fast). Actually I remember 70/71% was more accurate, but that was just me and what I felt more right compared to the real board.
I'm no specialist in the secret but from the bits I gathered here and there over the years it could simply be that MAME like most other emulators lacking wait states emulation, the solution would have been a deep and heavy program redesign, which might have meant halting the drivers development routine for a long time with the risk of losing a number of contributors (to competing projects?) So they chose to not do it and sacrifice accuracy for the sake of keeping working people around.

The 'mame aims at accuracy' priority narrative over time changed to 'the drivers are accurate, this is preservation' and to blaming the critics for being ungrateful, pirates, whatever, anything to shoo them away and avoid admitting that questionable choice they've made, while keeping the contributors happy, even at the cost of losing the trust and like of concerned gamers over time (and stimulate the emergence of nasty rogue alternatives like RA as a side-effect)
It's probably the same scenario in regards to lag which is another taboo topic, the best solution apparently would require the rewrite of the majority of the drivers, which of course is an unthinkable perspective.

Now I don't think they have given up on fixing those technical lackings, rather they've left them unattended / low priority under a veil indefinitely until maybe someone pops up to do the dirty job in a manner that satisfies them and doesn't hurt MAME's routine and reputation on the contribution side, which I believe is in fact their #1 concern much higher than users/gamers because they think contributors are all MAME needs to survive (huge mistake, but don't argue on perspectives with developers, they will only ever understand and trust one: theirs, ever unaware of that bias's toxicity)
The merge with MESS was also probably heavily motivated by that same concern.

For us there isn't considerable progress to expect in the near future, only bits of improvements here and there on already long-time emulated games, once in a while a new hardware long in the wait finally working at a playable level like some of those heavy 3D games, in any case progress at a very low pace.
If those major redesigns/implementations we've been expecting almost since MAME was born ever happen, it'll probably be in a very long time, when we will also probably don't care anymore in our lives anyway.

That's why having something like GroovyMAME is so great, it sure is not here for the purpose of achieving the immaculate emulation MAME preaches the public as a front policy saying is the only acceptable way even if that means waiting literally decades for some hypothetical development completions/fixes, but at least it makes up for some of MAME's most annoying flaws in an acceptable and decent fashion, so we can finally PLAY with a smile for still a good number of years before we're too old.  8)

That's a cool insight. I won't "ask for a refund" for "buying Mame" of course... but the project could be a little bit more nowadays in some regards.
And yep, already said dozen of times: Crtemudriver + Gmame combo is the coolest thing in emulation in a long, long time.  Amazing how underrated it is.
Title: Re: GroovyMAME 0.205 - Switchres v0.017m
Post by: dilarconon on December 31, 2018, 01:37:00 am
...
Man, I agree with every point you made. The only time I contributed to the MAME project was when they were trying to get some dump so I pledge some, but I aside from that it's not like I can do better to help the project, but wow like some MAME devs are absolutely horrendous to talk to.
Every time someone does or says something they disagree with, they are all just ungrateful, impatient ---punks--- or pirates to them.

I really appreciate what the MAME devs do as they do that from their own free time, but it doesn't make them free from criticism. The amount of incomplete, barebones emulation of hardware and software they add increases dramatically while nearly all of the MAME endusers are there for the arcades. I know it also emulates some other "everything" and MAME has no goals or milestones other than "just write some driver for something that can be emulated (poorly), if you please" It's not like MAME is a well built emulator feature-wise, although I agree it's painlessly easy and straightforward to use.

The whole MAME dev scene is a mess. When someone points out why they are working on cassette system instead of fixing some bugs on arcades, MAME devs say because no one can and it's usually as good as it can get for now, but this is not true. If you actually follow the MAME scene, there are many things that they can fix that go oversight. It is understandable, but these long-overdue bugs usually get fixed after getting public exposure. So a lot of fixes and improvements can be made. It's just that the devs just want to work on whatever they want to. They are not getting paid and they contribute their own time so it's totally understandable, but that doesn't make how awful MAME progress is in terms of what they are mostly used for.

The 'mame aims at accuracy' priority narrative over time changed to 'the drivers are accurate, this is preservation' and to blaming the critics for being ungrateful, pirates, whatever, anything to shoo them away and avoid admitting that questionable choice they've made, while keeping the contributors happy, even at the cost of losing the trust and like of concerned gamers over time (and stimulate the emergence of nasty rogue alternatives like RA as a side-effect)
You could not have put this any better. They piss on RA all the time (regards to MAME) and tell people to stop using older versions of MAME, but seriously there's a reason why those people choose that. It's easier and more accessible. They also run better for them on their various setups.
I mean I could never use an older version of MAME as the newest version MAME is usually the best (unless some terrible regressions happen), but I would never fault anyone for using older builds.

Every time someone points out something that's valid, I get sad when white knights and the some passive aggressive MAME devs hop in to gang up on the criticism.

Haze may be like that sometimes, but he's in touch with the community and usually reasonable. He's also one of the few that give great fixes on some arcades systems time to time, and his blog reads are absolutely fantastic. arbee and cuavas are the two worst of the bunch for not being able to take criticism well. They both sound very condescending, unfriendly and personally in terms of his awful git commits comments I hate his. If you look at their post history (or git discussions from them), it makes you sad that they are involved in the MAME project you so love. Thankfully, other MAME developers like Moogly are great.

GroovyMAME is absolutely the best thing that has happened to MAME users. I really love what it's trying to do after seeing that despite MAME's "emulate everything and for pure preservation", MAME's exposure, use and love from the community is most if not all from the arcade communities. I hope to contribute more to GM project one day. I've already told all of my friends and families who use MAME to switch over to GM. I hope they get more exposure so it can expand to multi contributor repo when more devs join in the future.
Title: Re: GroovyMAME 0.205 - Switchres v0.017m
Post by: RobeeJ on December 31, 2018, 05:39:57 am
I think it's easy to forget that, just like Calamity, people who contribute to MAME in any way at all are doing it in their free time, and nobody has the right to dictate what people should do in their free time.

Some of these issues are really difficult to fix and no fun to debug, and it really doesn't matter what reason the MAME devs give for not doing them, it's their free time to choose what they do with. They owe us absolutely nothing, not even an explanation.

And it's open source, if you don't like it, fork it, use your own free time to do it how you want it to be done! And if you can't do that, well that's a shame.
Title: Re: GroovyMAME 0.205 - Switchres v0.017m
Post by: schmerzkaufen on December 31, 2018, 07:12:26 am
Blah blah blah. No we don't forget, stop that scratched record that's yet another of those irritating reactions we've heard a million times. And why should we always be nice with mame devs anyway?
MAMEdevs never refrained from being horrible with users driving them through the mud with every opportunity in nasty ways regardless of the person and relevancy of the topics, hitting them with loads of hermeticism, contradiction and hypocrisy, an attitude that contributed to empty every board devs are at and pushing users away towards RA and such, all that just because people sometimes naturally came around asking stuff, sharing criticism and suggestions.

If devs whether they do this as a hobby or professionally can't handle that then why do they provide to the world and expose their creation and themselves for 20 years ?
No one forced them to do MAME either, users have all the right to tell their opinion, this is public place and users are not extras paid to stand there and shut up either.

How immensely pretentious from devs to get on stage under the spotlight in front of an audience of millions and expect continued uniterrupted gratitude, applause and zero criticism like forever.
How immensely pretentious also to believe they were always right in their judgement and choices.

In any case, the proportion of criticism MAME received is minuscule compared to the pharaonic accumulation of thanks and admiration, which everyone agrees to, MAME is awesome, don't ignore that.
Just, there were decisions and reponses that disappointed, sometimes greatly, a part of the users demographics and that's how it is, nothing more, and you won't change that: this is reality.
The ever-visceral reactions to even the smallest of critics though, always with the same pre-recoreded arguments, only show how massively sensitive and monolithic ideology-driven developers egos often are, again no matter the environment and circumstances, hobby or professional, this is widespread mentality in that line.

Of course there are very cool, humane, understanding and aware-of-whats-outside-the-bubble ones too, yet unfortunately seeing how things evolved it is clear they're not the ones who've been at the helm of the project all that time.
The only way to share with devs on MAME-related tpics without the toxicity is through circumstances outside enough from the black clouds of mamedev, a minimal safe distance away.

TL;DR as a dev don't like what users have to say if it doesn't please you? don't listen to them, or assume exposing yourself to the public. And the same should go for the user actually, if he criticizes he can expect devs be pissed off like 9 out of 10 times and more no matter the reason, so either don't talk to devs or assume the consequences.
Hardly anything good ever comes out of that kind of direct confrontational interaction anyway, sure. As I've said not long ago: when someone has a remark, something to notify mamedev, a contribution to make, whatever it's best to do it formally via the usual channels like mametesters, then leave them deal or not with it, don't wait for the answers and reactions, then go back to enjoying MAME the way you chose to.
Title: Re: GroovyMAME 0.205 - Switchres v0.017m
Post by: keilmillerjr on December 31, 2018, 07:50:46 am
I’m just here for groovymame news and education on how it works, not girl drama.
Title: Re: GroovyMAME 0.205 - Switchres v0.017m
Post by: Trnzaddict on December 31, 2018, 08:04:30 am
...
Man, I agree with every point you made. The only time I contributed to the MAME project was when they were trying to get some dump so I pledge some, but I aside from that it's not like I can do better to help the project, but wow like some MAME devs are absolutely horrendous to talk to.
Every time someone does or says something they disagree with, they are all just ungrateful, impatient ---punks--- or pirates to them.
y

I agree 100% with this.

A few years ago I headed to mameworld.info and I asked if there was anyway to bypass or shorten the Deco Cassette arcade game drivers long boot up count down.

I got ---my bottom--- totally reamed by a dev, because I wanted to "Screw up the authentic emulation because I'm impatient"

I could not believe how he flipped off the handle on this, ever since then I never posted there until a few months ago and actually made up a new username to avoid any issues there again. I completely understand they they are doing this in their free time and we wouldn't be able to have our own arcade cabinets if it wasn't for the software, but there is no reason, none, to treat people like they are pieces of sh*t for asking simple questions.

I have used MAME since the first release in 1997, and I seriously doubt Nicola Salmoria wanted this type nor had this type of attitude when he wrote MAME for people to enjoy, but instead of being a fun thing, they have slowly turned it into a hardcore preservation project where it seems that being able to play the games is a "side effect" and any constructive criticism or questions they interpret as a dig or jab at them. I think Nicola probably wrote the software for people to play these games on their computers, but again this is all just my opinion.
Title: Re: GroovyMAME 0.205 - Switchres v0.017m
Post by: RobeeJ on December 31, 2018, 11:52:15 am
Blah blah blah. No we don't forget, stop that scratched record that's yet another of those irritating reactions we've heard a million times. And why should we always be nice with mame devs anyway?

Speaking as someone who has open sourced things and contributed to the open source community, I have never done it for gratitude or to have people be nice to me in any way, I've just done it because I enjoyed doing it and thought it might be useful to someone else. People whining, being ungrateful and expecting me to do something for them, unsurprisingly makes me way less likely to do anything for them.

I'm guessing things are the same with the MAME devs.
Title: Re: GroovyMAME 0.205 - Switchres v0.017m
Post by: schmerzkaufen on December 31, 2018, 01:29:22 pm
You don't give a vibe that you really know the topic no, when you have people, users, who have been looking up a project for as long as MAME it's normal they would have many things to say, both positive and negative, requests etc IT'S NORMAL.
It is unfortunately not uncommon to see developers do stuff, give it to people, expect feedback and contribution, and despite what you say they often expect to be treated one-sidedly like heroes or benefactors, they DO demand blind respect no matter what, yet never consider criticism and behave like deaf arrogant ---Deutsche Frankfurters--- with the users.
MAMEdevs are infamous for packing many of that kind.
'open source' aren't magic words giving a free pass to be an ass all you want with other human beings even if you give them away stuff you did in your free time, but for some reason in the world of software development a lot of individuals seem to think it is so. Though I have followed several projects but never came across devs as awful as mamedevs.

You're giving your opinion, I don't know you nor what you've worked on, but don't ask me to like MAMEdev, I've watched them for almost as long as the beginning, no matter all the things they've realized I know too well how they are.
A formal "Thank you for what you've done" is always deserved for MAMEdev, but respect? Nah.
I reserve that for Calamity & Co, here I've discovered what it is to interact with intelligent people doing development and not being brutally horrible with users, and I've brought myself to try and contribute if I can be useful even if only a little, and I consider doing increasingly so to support them. And would Calamity stop for whatever reason I would never resent nor regret.

And a happy new year. Now if you'll excuse me I have to go get wasted.  :cheers:
Title: Re: GroovyMAME 0.205 - Switchres v0.017m
Post by: RobeeJ on January 01, 2019, 05:09:03 am
I'm not asking you to like or grovel to or anything to MAME devs. I'm just saying that if you want them to do what you want them to do, being anything but nice and polite to them will only ever do the opposite because they aren't being paid. They hold all the power in this relationship. You don't have to like it, but you can't do anything about it.

Happy New Year :)

(And apologies to Calamity for derailing this thread!)
Title: Re: GroovyMAME 0.205 - Switchres v0.017m
Post by: schmerzkaufen on January 01, 2019, 06:15:47 am
You don't know what you're talking about. They have long been abusive towards users, even if of course there are plenty of assy users too, the mame devs themselves are by far the main offenders, it's not the other way around.
No relationship allows people to get a free pass at being arsholes.
Of course you take the defense of fellow developers, and you seem to think their behaviour is normal and expected.
Just proves my point about the dominant twisted mentality in the world of developers.
And yes I can do something about it: tell it like it is, that they're wrong and the losers at the end of the journey, hurting their own project and reputation at their own hands, just a look at the status of the MAME 'galaxy' and how users avoid mainline MAME and devs overwhelmingly supports my point.

Anyway yes the thread has derailed too much already so let's stop.
Title: Re: GroovyMAME 0.205 - Switchres v0.017m
Post by: donluca on January 01, 2019, 06:37:40 am
jeez, guys.

Happy new year to you all as well, I guess  :dunno

(btw, I'm salty as well for the lack of emulation of wait states, but I'd like to remember you this is not a MAME forum, but rather a fork of the project, so the points, while may or may not be valid, should be taken elsewhere)
Title: Re: GroovyMAME 0.205 - Switchres v0.017m
Post by: keilmillerjr on January 01, 2019, 06:54:52 am
You guys continuing to act like little girls will probably push calamity to not continue his project for us. Calamity and mame developers owe us nothing, their projects exceeds expectations, and they do not have to continue them. Please stop. We should be thankful.
Title: Re: GroovyMAME 0.205 - Switchres v0.017m
Post by: schmerzkaufen on January 01, 2019, 09:30:09 am
@Calamity: it seems v0.205 has your own mame.ini in the package.
Title: Re: GroovyMAME 0.205 - Switchres v0.017m
Post by: misterpink on January 01, 2019, 12:28:49 pm
Anyone have an alternative link to the files hosted at geedorah.com/eiusdemmodi (crtemudriver, etc.) - its been down for a few days.

Thanks!
Title: Re: GroovyMAME 0.205 - Switchres v0.017m
Post by: Calamity on January 01, 2019, 01:05:50 pm
@Calamity: it seems v0.205 has your own mame.ini in the package.

Thanks, I'm fixing it and uploading the packages again.
Title: Re: GroovyMAME 0.205 - Switchres v0.017m
Post by: Calamity on January 01, 2019, 01:08:39 pm
Anyone have an alternative link to the files hosted at geedorah.com/eiusdemmodi (crtemudriver, etc.) - its been down for a few days.

Thanks!

Use this link (https://drive.google.com/open?id=0B5iMjDor3P__OGVGNmR1dzhiZms).
Title: Re: GroovyMAME 0.205 - Switchres v0.017m
Post by: josete2k on January 01, 2019, 05:49:47 pm
My own build for XP users:

https://mega.nz/#!ecZl0CaI!Y5W1gbfvjVdrctAJFaIElOu5o6_g1gbNzIzWXif1Ey4


GroovyMame ARCADE nonag 32bit
Title: Re: GroovyMAME 0.205 - Switchres v0.017m
Post by: philexile on January 02, 2019, 09:54:01 am
Hello,

I wanted to also give a big THANK YOU to Calamity for all of his hard work. I’ve been working a GroovyMame setup for a few years now and I finally have the hardware to support it as I always wanted — OC’d i9 9900k and R9 380.

Most games run 100% with frame_delay set to 9. For the few that don’t, the new per game slider setting is a godsend!

I also have portaudio enabled via WDM KS set to .000125.

Two quick questions:

1. I’ve started using the D3D version of GM. What is the difference between the two versions?

2. What are some of the most cpu intensive (working) arcade games in Mame? I want to test out the “worst case scenarios” on the new hardware.

Thanks again!
Title: Re: GroovyMAME 0.205 - Switchres v0.017m
Post by: haynor666 on January 02, 2019, 01:10:57 pm
You do not want to test most demanding drivers like naomi or stv, trust me.

I'm preparing my own test based on version 205. About 3 years ago I've such tests for version 163 - http://forum.arcadecontrols.com/index.php/topic,146276.0.html (http://forum.arcadecontrols.com/index.php/topic,146276.0.html)
Title: Re: GroovyMAME 0.205 - Switchres v0.017m
Post by: philexile on January 02, 2019, 02:43:43 pm
Thanks, Haynor, I’ll check that out.

Should I stick with vanilla or D3D Groovymame? I use a CRT so I think vanilla is best, but the thread I was reading was quite old.

Also, is there a recommend modeline for 25 KHz games like Paperboy. My monitor will sync 31khz signals.

Title: Re: GroovyMAME 0.205 - Switchres v0.017m
Post by: schmerzkaufen on January 02, 2019, 02:51:18 pm
@haynor: STV loads vary quite a bit though, I can play a good number of the games at full speed, but very few with frame_delay on (afaik my best is Cotton 2 which is stable at 4, no hlsl of course), then many don't want it at all not even at 1.
I haven't pushed my CPU beyond 4.2GHz yet, maybe it can each 4.5 or a little further but I doubt that would make a big difference. And I have no better GPU right now.

For him I bet it'll be quite different, that i9 coupled with a strong GPU is another full step or two above our own systems.
Many games running fine with frame_delay 9 already tells it's in another league.

@philexile: the 'plain' D3D build is no different as long as you use frame_delay, but when it's off the default lag added to the games is 2~3 frames.
With the D3D9ex build it's only 1 frame.
Your PC is very powerful but some games in MAME are still extremely heavy because they haven't been optimized (or can't be) for those D3D9ex is useful.
Title: Re: GroovyMAME 0.205 - Switchres v0.017m
Post by: haynor666 on January 02, 2019, 02:59:00 pm
From stv driver I'm playing on Shienryu only because it's vertical. All other games that interests me I play on Saturn. But I agree - some plays at 100% on G3258 at 4,2 GHz.


@philexile Use D3d9ex build. DirectX9ex is used he to reduce latency only.
Title: Re: GroovyMAME 0.205 - Switchres v0.017m
Post by: philexile on January 02, 2019, 03:02:02 pm
Thanks for that info! I guess I’ll try the two versions and see what the results are for me. I may go with The DirectX9ex build just to ensure everything is as optimized as possible.

I definitely understand how important the CPU is in Mame. It’s why I went all out so to speak with this build.

So many people I talked to thought I was crazy. I’ll show them After Burner II, a game from 1987, that can only handle frame_delay 8 on an OC’d i9 9900k in 2019. ;-)

Would you like me to test any games in particular? I’m curious to kick the tires on this thing!
Title: Re: GroovyMAME 0.205 - Switchres v0.017m
Post by: schmerzkaufen on January 02, 2019, 03:24:09 pm
Would you like me to test any games in particular? I’m curious to kick the tires on this thing!
I'll let you know of number of games I'm curious about in a couple of days.
Title: Re: GroovyMAME 0.205 - Switchres v0.017m
Post by: Calamity on January 02, 2019, 04:17:48 pm
Thanks for that info! I guess I’ll try the two versions and see what the results are for me. I may go with The DirectX9ex build just to ensure everything is as optimized as possible.

Always use the D3D9ex build please. The plain D3D build one is only provided for compatibility with Windows XP and I'd wish I could drop it as soon as possible.

On modern operating systems, the D3D9ex renderer performs better (faster and more stable) for frame delay.
Title: Re: GroovyMAME 0.205 - Switchres v0.017m
Post by: philexile on January 02, 2019, 06:10:56 pm
OK, will do, Calamity – thank you for clarifying!
Title: Re: GroovyMAME 0.205 - Switchres v0.017m
Post by: misterpink on January 05, 2019, 12:13:58 am
Trying to get CrtEmu and Groovymame going after ages on an old xp/agp arcadevga setup.  Having a bit of an issue with Super Resolutions.  I have a 15k Polo which is a little wobbly with interlaced resolutions so I like to keep to P when I can.  I'm now running Win 7, CRTemu beta 14, and an HD2400. Installed Super resolutions which I figured should cover most of my gaming, plus a few fixed lower res progressive modelines for my windows desktop and front end testing.

First issue I'm having is some vertical games are picking higher interlaced resolutions.  For example, mspacman is running at 2560X512i. Ideally I don't really want any of my games running interlaced unless absolutely necessary... how do I fix that..  why would it be choosing 512i over a lower P res?  Another odd example I noticed was MK2.  It's running at 2560x280p instead of something closer to its native vertical (2560x256?) , again not sure why. 

logs attached... I'm sure I'm screwing something up.



Title: Re: GroovyMAME 0.205 - Switchres v0.017m
Post by: Calamity on January 07, 2019, 05:16:55 pm
I'm now running Win 7, CRTemu beta 14, and an HD2400.

Both issues should get fixed by just running GM as admin. This is required for older ATI cards on W7 (older than HD 5xxx).
Title: Re: GroovyMAME 0.205 - Switchres v0.017m
Post by: mdd45 on January 09, 2019, 06:56:39 am
When using Groovymame with a G-Sync LCD Monitor beside vsync and tripple buffering, -autosync also should be set to 0 on mame.ini? It is better to use -video bgfx for G-Sync monitors?
Title: Re: GroovyMAME 0.205 - Switchres v0.017m
Post by: Doozer on January 09, 2019, 07:17:30 am
Could you please share the prototype of the windows function to see how far it can be accommodated on the Linux side?

I am still looking at the beam chasing solution to get the raster position as described in the below article (Chief Blur Busters). My understanding is that it could be an unified way to predict the current raster (V-Sync racing) on all systems and have enhanced frame delay/lag management. Frameslice beam racing implementation could be analysed from the RA/libretro point of view. Knowing that nothing is implemented now and only the tech details are presented.

I assume, you are using D3DKMTGetScanLine() function to handle it from the Windows side inside GM. Am I correct?

Code: [Select]
NTSTATUS D3DKMTGetScanLine(
  D3DKMT_GETSCANLINE *Arg1
);

Code: [Select]
typedef struct _D3DKMT_GETSCANLINE {
  D3DKMT_HANDLE                  hAdapter;
  D3DDDI_VIDEO_PRESENT_SOURCE_ID VidPnSourceId;
  BOOLEAN                        InVerticalBlank;
  UINT                           ScanLine;
} D3DKMT_GETSCANLINE;

Sources:

https://github.com/tonioni/WinUAE/issues/133
https://forums.libretro.com/t/an-input-lag-investigation/4407/724#724
Title: Re: GroovyMAME 0.205 - Switchres v0.017m
Post by: Calamity on January 09, 2019, 01:25:03 pm
Quote
I assume, you are using D3DKMTGetScanLine() function to handle it from the Windows side inside GM. Am I correct?

Currently it's done through the a different API (particular to D3D9), but yes, the idea is to change the implementation to D3DKMTGetScanLine() so it can be applied to different rendering backends.

I am still looking at the beam chasing solution to get the raster position as described in the below article (Chief Blur Busters).

The plan is to create a sync library that abstracts the raster position with a method that can be common to both Windows and Linux, then have different implementations, including a fallback method that uses timers when the raster position is not available.

I'd like to have had this ready (with your help) for 2018, but real life has turned a bit too real lately.
Title: Re: GroovyMAME 0.205 - Switchres v0.017m
Post by: Doozer on January 09, 2019, 02:51:34 pm
I'd like to have had this ready (with your help) for 2018, but real life has turned a bit too real lately.

You don't have to tell me more ^_^ I am happy to hear that the idea is still here. Let's give 2019 a new hope to see it coming.

What is your preference: event driven calls (with callback) or a blocking function (like select)?
Title: Re: GroovyMAME 0.205 - Switchres v0.017m
Post by: misterpink on January 10, 2019, 12:45:21 am

Both issues should get fixed by just running GM as admin. This is required for older ATI cards on W7 (older than HD 5xxx).

That did the trick, thanks!  Fixed some uneven speed issues as well.

Title: Re: GroovyMAME 0.205 - Switchres v0.017m
Post by: Rupert H on January 14, 2019, 12:32:37 pm
A continued huge thanks for all your work Calamity. Nothing else even comes close to GroovyMAME.

I have a few questions that I hope somebody might be able to help me with as I'm upgrading my GM build from 1.93 and can't remember what I'm doing.

Does anybody happen to have a GroovyMAME64 2.05 D3D9EX Win7 build with the no-nag patch? Also, having downloaded Calamity's build, I note the GM.exe is blue, while my existing GM1.93.exe is orange. Is that because it's the no-nag patch?

Last question -- Is it possible to run Windows 7 (or at least Attract Mode) at 15KhZ? I'm running it in an Egret II cab and I understand that the dual sync Nanao-29 monitor doesn't like jumping from 15 to 24KhZ while powered on.
Title: Re: GroovyMAME 0.205 - Switchres v0.017m
Post by: keilmillerjr on January 14, 2019, 07:17:52 pm
A continued huge thanks for all your work Calamity. Nothing else even comes close to GroovyMAME.

I have a few questions that I hope somebody might be able to help me with as I'm upgrading my GM build from 1.93 and can't remember what I'm doing.

Does anybody happen to have a GroovyMAME64 2.05 D3D9EX Win7 build with the no-nag patch? Also, having downloaded Calamity's build, I note the GM.exe is blue, while my existing GM1.93.exe is orange. Is that because it's the no-nag patch?

Last question -- Is it possible to run Windows 7 (or at least Attract Mode) at 15KhZ? I'm running it in an Egret II cab and I understand that the dual sync Nanao-29 monitor doesn't like jumping from 15 to 24KhZ while powered on.

Attractmode runs at the desktop resolution. On my raspberry pi, I have the firmware set to 240p. So attractmode runs at 240p. My pc with windows 10, desktop is set to 640x480 for attractmode runs at 640x480 but is interlaced due to 15khz monitor.
Title: Re: GroovyMAME 0.205 - Switchres v0.017m
Post by: Paradroid on January 15, 2019, 01:30:20 pm
Does anybody happen to have a GroovyMAME64 2.05 D3D9EX Win7 build with the no-nag patch?

See here: b4nd1t0's repository (https://b4nd1t0.blogspot.com/)
Title: Re: GroovyMAME 0.205 - Switchres v0.017m
Post by: rancid on January 15, 2019, 07:58:13 pm
Afternoon guys,

Question for the masses - I have "Activate Windows" and some random information pertaining to the testsigning mode activation on my desktop I can't get rid of.  I've tried registry hacks and even third party programs to block it, but it constantly comes back which shows up when I play games.  Is there any way to remove this or can you revert the testsign setting after you install EMUDRIVER?  I believe I saw a post that you can't revert it once installed, but was curious what people were doing to get around this.

Thx!
Title: Re: GroovyMAME 0.205 - Switchres v0.017m
Post by: zerochad on January 15, 2019, 08:14:10 pm
Afternoon guys,

Question for the masses - I have "Activate Windows" and some random information pertaining to the testsigning mode activation on my desktop I can't get rid of.  I've tried registry hacks and even third party programs to block it, but it constantly comes back which shows up when I play games.  Is there any way to remove this or can you revert the testsign setting after you install EMUDRIVER?  I believe I saw a post that you can't revert it once installed, but was curious what people were doing to get around this.

Thx!

The actual Activate Windows watermark you'll need to get a proper key to get rid of that.
But to get rid of the test mode watermark open up a CMD prompt as Administrator and run

bcdedit -set TESTSIGNING OFF
Title: Re: GroovyMAME 0.205 - Switchres v0.017m
Post by: Calamity on January 16, 2019, 04:18:17 am
But to get rid of the test mode watermark open up a CMD prompt as Administrator and run

bcdedit -set TESTSIGNING OFF

NO, NO, NO.

Do that while CRT Emudriver is installed and you'll probably bluescreen your PC.

CRT Emudriver requires test mode enabled all the time.

It's just a watermark on the desktop, it doesn't affect fullscreen apps.

Title: Re: GroovyMAME 0.205 - Switchres v0.017m
Post by: keilmillerjr on January 16, 2019, 05:00:45 pm
Afternoon guys,

Question for the masses - I have "Activate Windows" and some random information pertaining to the testsigning mode activation on my desktop I can't get rid of.  I've tried registry hacks and even third party programs to block it, but it constantly comes back which shows up when I play games.  Is there any way to remove this or can you revert the testsign setting after you install EMUDRIVER?  I believe I saw a post that you can't revert it once installed, but was curious what people were doing to get around this.

Thx!

If your using crt emudriver for computing, it might be something you either have to live with or use a different OS.

If your using crt emudriver for gaming, substitute explorer for your front end as your shell. There is no need for it to be running unless you need to configure thing. In that case, control + alt + delete to launch talk manager and run explorer.
Title: Re: GroovyMAME 0.205 - Switchres v0.017m
Post by: Rupert H on January 18, 2019, 08:39:59 am
Does anybody happen to have a GroovyMAME64 2.05 D3D9EX Win7 build with the no-nag patch?

See here: b4nd1t0's repository (https://b4nd1t0.blogspot.com/)

Thanks for that. What a great resource.

Regarding 240p Windows 7... I take it there’s nothing I can do to achieve that?
Title: Re: GroovyMAME 0.205 - Switchres v0.017m
Post by: krick on January 28, 2019, 09:01:10 am
Always use the D3D9ex build please. The plain D3D build one is only provided for compatibility with Windows XP and I'd wish I could drop it as soon as possible.

I would name your builds differently to make it more clear.  Something like this...

groovymame64_0205.017m.7z --> groovymame64_0205.017m_WinXP.7z

groovymame64_0205.017m_d3d9ex.7z  --> groovymame64_0205.017m_Win7-8-10.7z



Title: Re: GroovyMAME 0.205 - Switchres v0.017m
Post by: Mendion on January 30, 2019, 07:45:50 am
Hi everybody! first post here! Greetings from Argentina!

I want to thank Calamity for the creation of GroovyMAME. It's a fantastic piece of software. I'm enjoying it very much on my consumer CRT TV right now.


I've uploaded a video on my channel with a step-by-step tutorial on how to setup GroovyMAME on a Windows 10 machine. Video is in Spanish, but it has English subtitles, created by myself so it can be useful for everybody.

https://youtu.be/ANbZ45FuyJA


Hope that helps someone!
Title: Re: GroovyMAME 0.206 - Switchres v0.017n
Post by: Calamity on January 30, 2019, 01:34:46 pm
GroovyMAME v0.206 is out!

What's new in Switchres v0.017n (January 2018)

- (Windows) Fixed bug that caused HLSL to crash with the Direct3D9ex renderer.

- (Windows) Improved version detection of regular AMD drivers.

- (Windows) Changed package naming policy, now the plain Direct3D build becomes groovymame64...win-xp, while the Direct3D9Ex one becomes groovymame64...win-7-8-10, as per Krick's suggestion. Hopefully this hint will route users to the proper build based on their operating system's version.
Title: Re: GroovyMAME 0.205 - Switchres v0.017m
Post by: Calamity on January 30, 2019, 01:37:27 pm
Hi everybody! first post here! Greetings from Argentina!

I want to thank Calamity for the creation of GroovyMAME. It's a fantastic piece of software. I'm enjoying it very much on my consumer CRT TV right now.


I've uploaded a video on my channel with a step-by-step tutorial on how to setup GroovyMAME on a Windows 10 machine. Video is in Spanish, but it has English subtitles, created by myself so it can be useful for everybody.

https://youtu.be/ANbZ45FuyJA


Hope that helps someone!

Great video Mendion, I watched it this morning, probably the best one so far.

Just a comment: the step where you download the baseline package and replace the files is no longer required. You just need to download my package and unzip it.

Thanks!
Title: Re: GroovyMAME 0.205 - Switchres v0.017m
Post by: Mendion on January 30, 2019, 01:45:45 pm
Hi everybody! first post here! Greetings from Argentina!

I want to thank Calamity for the creation of GroovyMAME. It's a fantastic piece of software. I'm enjoying it very much on my consumer CRT TV right now.


I've uploaded a video on my channel with a step-by-step tutorial on how to setup GroovyMAME on a Windows 10 machine. Video is in Spanish, but it has English subtitles, created by myself so it can be useful for everybody.

https://youtu.be/ANbZ45FuyJA


Hope that helps someone!

Great video Mendion, I watched it this morning, probably the best one so far.

Just a comment: the step where you download the baseline package and replace the files is no longer required. You just need to download my package and unzip it.

Thanks!

Thanks for your reply, Calamity! And for your awesome work on keeping GroovyMAME live and kicking.

I'm glad you approve the video! Please, be free to share it to anyone that needs some help on how to configure GroovyMAME for the first time.

And thanks for telling me my recent uploaded video is outdated now. :P Just kidding!
Title: Re: GroovyMAME 0.206 - Switchres v0.017n
Post by: b4nd1t0 on January 30, 2019, 01:46:10 pm
GroovyMAME v0.206 is out!

What's new in Switchres v0.017n (January 2018)

- (Windows) Fixed bug that caused HLSL to crash with the Direct3D9ex renderer.

- (Windows) Improved version detection of regular AMD drivers.

- (Windows) Changed package naming policy, now the plain Direct3D build becomes groovymame64...win-xp, while the Direct3D9Ex one becomes groovymame64...win-7-8-10, as per Krick's suggestion. Hopefully this hint will route users to the proper build based on their operating system's version.
Great, thanks!
Title: Re: GroovyMAME 0.206 - Switchres v0.017n
Post by: schmerzkaufen on January 30, 2019, 02:41:44 pm
GroovyMAME v0.206 is out!
(http://i39.tinypic.com/2vtw7ea.jpg)(http://i41.tinypic.com/2njvtqo.jpg)
Title: Re: GroovyMAME 0.206 - Switchres v0.017n
Post by: b4nd1t0 on January 30, 2019, 05:12:51 pm
206 nonag, ready
Title: Re: GroovyMAME 0.206 - Switchres v0.017n
Post by: pmc3 on January 31, 2019, 04:16:13 am
Quote
now the plain Direct3D build becomes groovymame64...win-xp, while the Direct3D9Ex one becomes groovymame64...win-7-8-10, as per Krick's suggestion. Hopefully this hint will route users to the proper build based on their operating system's version.

the problem is that a file named win-xp available only in 64 bits, is not very appropriate given the little xp64 used.
Title: Re: GroovyMAME 0.206 - Switchres v0.017n
Post by: Calamity on January 31, 2019, 04:31:18 am
the problem is that a file named win-xp available only in 64 bits, is not very appropriate given the little xp64 used.

Well, the idea is that the bulk of users which are already using modern operating systems download the correct build instead of the legacy one.
Title: Re: GroovyMAME 0.206 - Switchres v0.017n
Post by: krick on January 31, 2019, 09:56:11 pm
the problem is that a file named win-xp available only in 64 bits, is not very appropriate given the little xp64 used.

Well, the idea is that the bulk of users which are already using modern operating systems download the correct build instead of the legacy one.

Because of performance reasons with MAME, more people use Windows XP Professional x64 Edition here than any community I've ever seen.  You'd be surprised.

But, yeah, I guess if the goal is to eliminate user confusion, you could add x64 to the end of the file name and make it groovymame64...win-xpx64

But then again, the "normal" build won't work on 32 bit versions of Windows 7/8/10 either and we don't make that clear.  And what about everyone's forgotten step-child, Windows Vista (both flavors)?  Where does it end?

64-bit computing hit the market in 2006 with Intel's Core 2 CPU line and Windows Vista 64-bit.  That's 13 years ago.  It's time to let go of 32-bit operating systems.

I've seen the MAME devs talk about bugs that only show up in 32-bit builds (possibly compiler-related) and I don't think there's much emphasis on fixing them.  One of the problems is access to 32-bit systems for testing.  Most of the testing is done by the contributors themselves and not that many still have a 32-bit system for this purpose.  I'm betting it won't be long until official 32-bit MAME builds go the way of official DOS MAME builds.
Title: Re: GroovyMAME 0.206 - Switchres v0.017n
Post by: josete2k on February 01, 2019, 05:37:09 pm
32bit version:

 :afro:

https://www.mediafire.com/file/rruhw6fhq773lk5/206_32bit.rar/file (https://www.mediafire.com/file/rruhw6fhq773lk5/206_32bit.rar/file)
Title: Re: GroovyMAME 0.206 - Switchres v0.017n
Post by: schmerzkaufen on February 02, 2019, 03:23:00 am
And what about everyone's forgotten step-child, Windows Vista (both flavors)?
You remind me I have an old Vista 64 laptop to salvage, equipped with a dedicated ATI Mobility X1700 (= X1600 or X1650), it could fit well under a CRT, but I don't know if it'll support CRT_EMudriver. This laptop also supports Win XP, it might handle XP 64 too.
Title: Re: GroovyMAME 0.206 - Switchres v0.017n
Post by: dilarconon on February 04, 2019, 10:58:12 pm
Hey @Calamity, is there any incremental diff patches?

I maintain my own fork (which usually only touches the machine-specific drivers and probably would never conflict with GMs) and every time there is a new GM patch, it's hard to apply only new changes as my fork already has mainline mame + my fork fixes + older GM patches.
Title: Re: GroovyMAME 0.207 - Switchres v0.017n
Post by: Calamity on February 27, 2019, 12:37:22 pm
GroovyMAME v0.207 is out!
Title: Re: GroovyMAME 0.207 - Switchres v0.017n
Post by: b4nd1t0 on February 27, 2019, 03:51:42 pm
Great! Thanks  :cheers:
Title: Re: GroovyMAME 0.207 - Switchres v0.017n
Post by: b4nd1t0 on February 28, 2019, 07:15:28 am
Some nonag windows/linux, ready https://b4nd1t0.blogspot.com/2019/02/mame-0207.html
Title: Re: GroovyMAME 0.207 - Switchres v0.017n
Post by: josete2k on March 01, 2019, 03:38:16 am
GroovyMame 0.207 ARCADE 32bit NONAG:

https://www.mediafire.com/file/r6udko9x33hoakk/gmamearcade0207_32bit_nonag.rar/file (https://www.mediafire.com/file/r6udko9x33hoakk/gmamearcade0207_32bit_nonag.rar/file)
Title: Re: GroovyMAME 0.207 - Switchres v0.017n
Post by: Substring on March 27, 2019, 08:26:56 am
Mame 0.208 is out, just compiled it for Linux with the groovy patch. Compilation went fine, can't test for now.
Title: Re: GroovyMAME 0.207 - Switchres v0.017n
Post by: pmc3 on March 30, 2019, 04:56:45 am
@Calamity
hi,
Are you going to release a new patch (or useless this time) ?
Title: Re: GroovyMAME 0.207 - Switchres v0.017n
Post by: Calamity on March 30, 2019, 11:45:40 am
@Calamity
hi,
Are you going to release a new patch (or useless this time) ?

Yes, I'm releasing the new version in a few hours. I've had my computer busy with renderization tasks the whole week.
Title: Re: GroovyMAME 0.208 - Switchres v0.017n
Post by: pulse on March 30, 2019, 07:36:24 pm
Awesome work, I'm really liking the recent Arcade OSD improvements and frame_delay slider and such!

I just upgraded to crt_emudriver b15 and GroovyMAME from 0.205 to 0.208, and everything that was running fine at frame_delay 6 is not running properly at all now. Would the internal changes be affecting this, or do you think I have something misconfigured? Running a 100 sec benchmark for these games seems to suggest frame_delay values from 7 to 9 with my i3-4170 so I'm at a bit of a loss.

Thanks!
Title: Re: GroovyMAME 0.208 - Switchres v0.017n
Post by: b4nd1t0 on April 01, 2019, 08:04:13 am
Thanks Calamity, if anyone needs it, nonag versions ready for win and linux here -> https://b4nd1t0.blogspot.com/2019/04/mame-0208.html
Title: Re: GroovyMAME 0.208 - Switchres v0.017n
Post by: Calamity on April 02, 2019, 06:27:50 am
Awesome work, I'm really liking the recent Arcade OSD improvements and frame_delay slider and such!

I just upgraded to crt_emudriver b15 and GroovyMAME from 0.205 to 0.208, and everything that was running fine at frame_delay 6 is not running properly at all now. Would the internal changes be affecting this, or do you think I have something misconfigured? Running a 100 sec benchmark for these games seems to suggest frame_delay values from 7 to 9 with my i3-4170 so I'm at a bit of a loss.

Thanks!

If you can fix it by lowering the frame delay value, then your configuration is fine. The break scanline calculation is done now a bit different than it was done before, so probably you were in an edge case. The calculation is going to change in the near future too, so don't trust your previous values. Besides, cpu requirements might have increased between versions, that's always a possibility when you update.

Title: Re: GroovyMAME 0.208 - Switchres v0.017n
Post by: Professor Jones on April 06, 2019, 08:30:56 am
When I try to install a new version of crt emudriver on top of an existing one, the only available option is to uninstall first. This is not practical because the TV goes out of sync and then I have to plug in an LCD TV to finish installing the new version. Am I missing something or doing something wrong ?
Title: Re: GroovyMAME 0.208 - Switchres v0.017n
Post by: schmerzkaufen on April 10, 2019, 08:49:19 am
Awesome work, I'm really liking the recent Arcade OSD improvements and frame_delay slider and such!

I just upgraded to crt_emudriver b15 and GroovyMAME from 0.205 to 0.208, and everything that was running fine at frame_delay 6 is not running properly at all now. Would the internal changes be affecting this, or do you think I have something misconfigured? Running a 100 sec benchmark for these games seems to suggest frame_delay values from 7 to 9 with my i3-4170 so I'm at a bit of a loss.

Thanks!

If you can fix it by lowering the frame delay value, then your configuration is fine. The break scanline calculation is done now a bit different than it was done before, so probably you were in an edge case. The calculation is going to change in the near future too, so don't trust your previous values. Besides, cpu requirements might have increased between versions, that's always a possibility when you update.

Could this be related to the performance issues people report about 0.208 ? https://mametesters.org/view.php?id=7275
Title: Re: GroovyMAME 0.208 - Switchres v0.017n
Post by: Shikore on April 15, 2019, 05:42:06 am
Hi,

First I want to thank calamity and every person who worked on this software :)

I just installed a fresh 0.208 GroovyMAME on my Windows 10, i5-4440@3.10GHz PC, and I have a few questions.
I attached my mame.ini file and my log.txt:

Thanks!
Title: Re: GroovyMAME 0.208 - Switchres v0.017n
Post by: pulse on April 16, 2019, 08:42:40 pm
I was having the same issue with frame_delay being completely unusable and strange performance issues in 0.208. Downgrading to 0.207 using the same configuration solved the problem, it might be worth a shot.
Title: Re: GroovyMAME 0.208 - Switchres v0.017n
Post by: Calamity on April 17, 2019, 03:27:26 am
If you can fix it by lowering the frame delay value, then your configuration is fine. The break scanline calculation is done now a bit different than it was done before, so probably you were in an edge case. The calculation is going to change in the near future too, so don't trust your previous values. Besides, cpu requirements might have increased between versions, that's always a possibility when you update.

Could this be related to the performance issues people report about 0.208 ? https://mametesters.org/view.php?id=7275
[/quote]

Thanks for the pointer. Yes, this must be the same issue. Unfortunatly I've not had time to test. But indeed, I udpated MAMEdev's tool chain for building this release. So quite likely building it with the old tool chain will fix it.
Title: Re: GroovyMAME 0.208 - Switchres v0.017n
Post by: Shikore on April 19, 2019, 04:46:51 am
I just found that setting the CRT monitor as my main monitor in Windows is solving all my weird problems.
I can now set framedelay to 8 and it's a joy to play. It's really smooth! However I need to set and unset the main monitor setting each time I want to play because I don't exclusively use this PC as an emulation machine.
Title: Re: GroovyMAME 0.208 - Switchres v0.017n
Post by: Calamity on April 19, 2019, 07:40:40 am
Could this be related to the performance issues people report about 0.208 ? https://mametesters.org/view.php?id=7275

I've confirmed the issue here. Frame delay is broken due to the "sleep" implementation in the new GCC library. By now, you can fix it by using the -nosleep option.
Title: Re: GroovyMAME 0.208 - Switchres v0.017n
Post by: schmerzkaufen on April 19, 2019, 08:09:29 am
Could this be related to the performance issues people report about 0.208 ? https://mametesters.org/view.php?id=7275

I've confirmed the issue here. Frame delay is broken due to the "sleep" implementation in the new GCC library. By now, you can fix it by using the -nosleep option.

Turning off 'sleep' under core performance options in the mame.ini should have the same effect, right ?
Code: [Select]
sleep                     0
Title: Re: GroovyMAME 0.208 - Switchres v0.017n
Post by: Substring on April 24, 2019, 09:07:21 am
MAME 0.209 is out ^^
Title: Re: GroovyMAME 0.208 - Switchres v0.017n
Post by: chromium on April 24, 2019, 09:53:56 am
Ok I'll wait for 0.209 before reporting my 0.208 issues :) I just started using my cab again today and updated everything and now have some problems
Title: Re: GroovyMAME 0.209 - Switchres v0.017n
Post by: Calamity on April 25, 2019, 01:24:57 pm
GroovyMAME 0.209 is out!

(This one is built using the older tool chain)
Title: Re: GroovyMAME 0.209 - Switchres v0.017n
Post by: Doozer on April 25, 2019, 02:28:31 pm
GroovyMAME 0.209 is out!

(This one is built using the older tool chain)

Linux build is here as well. Built with latest gcc ;-)

P.S. folder contains patch named 0.208 instead of 0.209
Title: Re: GroovyMAME 0.209 - Switchres v0.017n
Post by: Calamity on April 25, 2019, 02:46:34 pm
GroovyMAME 0.209 is out!

(This one is built using the older tool chain)

Linux build is here as well. Built with latest gcc ;-)

P.S. folder contains patch named 0.208 instead of 0.209

Fixed, thanks!
Title: Re: GroovyMAME 0.209 - Switchres v0.017n
Post by: Sociopathos on June 01, 2019, 03:32:55 pm
Is Groovymame 210 coming? Thanks.
Title: Re: GroovyMAME 0.209 - Switchres v0.017n
Post by: haynor666 on June 03, 2019, 01:50:37 am
I'm sure it will be released ;)
Title: Re: GroovyMAME 0.209 - Switchres v0.017n
Post by: Doozer on June 03, 2019, 02:05:39 pm

I have uploaded 0.210 Linux build on the drive. It is based on 17n.

Title: Re: GroovyMAME 0.209 - Switchres v0.017n
Post by: Substring on June 04, 2019, 03:55:10 am
still, it's sad there is no VCS for this patch, would probably make things easier for "contributers" to know if there was some work done on the groovy patches aside from MAME development. Sure the previous patch would probably still apply perfect, but who knows if anyone added some features between 209 and 210 ?
Title: Re: GroovyMAME 0.209 - Switchres v0.017n
Post by: Calamity on June 04, 2019, 04:37:18 am
still, it's sad there is no VCS for this patch, would probably make things easier for "contributers" to know if there was some work done on the groovy patches aside from MAME development. Sure the previous patch would probably still apply perfect, but who knows if anyone added some features between 209 and 210 ?

It's quite simple: I don't know how to do it. In the past, I have managed to use git to contribute to baseline MAME. But I don't know how use git to keep a permanent fork in parallel with baseline, in a way that's productive at all. Doing it manually takes me barely an hour per month, anything that takes more time puts the project in risk.
Title: Re: GroovyMAME 0.209 - Switchres v0.017n
Post by: Substring on June 04, 2019, 06:08:37 am
It's quite simple: I don't know how to do it. In the past, I have managed to use git to contribute to baseline MAME. But I don't know how use git to keep a permanent fork in parallel with baseline, in a way that's productive at all. Doing it manually takes me barely an hour per month, anything that takes more time puts the project in risk.

Well, you have many solutions :
- the hard anc complicated one but which is what most dev would do : fork mame, regulary merge their master branch into yours and solve conflicts if any.
- the hard and weird one : fork mame, simply apply your patch on top of it
- the even harder one : fork mame, consider it as your definitive repo and work as usual on it. When there are mame releases, rebase your branch on mame's master/tag, so that your groovy commits always stay on top of the git history. That's my favourite way (but it's not common at all, to be honnest), and it means people forking your repo would get out of sync permanently
- the easiest one : just makie a repo with your patch + license file + some readme. Luckily 2 of these files will never change ;) So you'd just have to update/rename the patch according to your switchres version number + mame version. Like what Doozer made with his linux patches

From a dev point of view, a gdrive is a pain as it makes most command line tools unusable to automate things. Time to consider populating https://github.com/GroovyArcade with a new repo ?  ;)
Title: Re: GroovyMAME 0.209 - Switchres v0.017n
Post by: Calamity on June 04, 2019, 06:32:21 am
- the hard anc complicated one but which is what most dev would do : fork mame, regulary merge their master branch into yours and solve conflicts if any.

That's the way I'd like to do it, but the problem is that solving conflicts in git is the part I'm scared about, since it can very quickly take you to a point where the whole repo is corrupted and you have to start from scratch, defeating the whole purpose of a VCS. Solving conflicts by hand is much easier for me.

Quote
- the easiest one : just makie a repo with your patch + license file + some readme. Luckily 2 of these files will never change ;) So you'd just have to update/rename the patch according to your switchres version number + mame version. Like what Doozer made with his linux patches

This sounds really easy, though I can't see that many advantages as to my current, manual "whatsnew" method, except for the warm feeling of being on github. I'll think about it.

Quote
From a dev point of view, a gdrive is a pain as it makes most command line tools unusable to automate things. Time to consider populating https://github.com/GroovyArcade with a new repo ?  ;)

Can't automate things due to gdrive? I hadn't think of that.

I want to find time to upload the whole CRT Tools source to github too.
Title: Re: GroovyMAME 0.209 - Switchres v0.017n
Post by: Substring on June 04, 2019, 06:54:25 am
- the hard anc complicated one but which is what most dev would do : fork mame, regulary merge their master branch into yours and solve conflicts if any.

That's the way I'd like to do it, but the problem is that solving conflicts in git is the part I'm scared about, since it can very quickly take you to a point where the whole repo is corrupted and you have to start from scratch, defeating the whole purpose of a VCS. Solving conflicts by hand is much easier for me.
git is a great tool that isolates conflict when they happen, asks you to solve them (there are a number of tools out there that don't require you to master the git command line) and does not commit anything as long as you haven't solved conflicts. But yeah, sometimes, it's complicated. IMHO this is not the way you should go for so many reasons :
- it takes time to master git, but mastering git is grateful, really
- one would expect that people who know how to compile (groovy)mame know how to patch a source code ...
- keeping track of your very own commits can become complicated as they're drown in mame's git history. Takes a few commands to find them

I honnestly think that going this path is a waste fo time
Quote
Quote
- the easiest one : just makie a repo with your patch + license file + some readme. Luckily 2 of these files will never change ;) So you'd just have to update/rename the patch according to your switchres version number + mame version. Like what Doozer made with his linux patches

This sounds really easy, though I can't see that many advantages as to my current, manual "whatsnew" method, except for the warm feeling of being on github. I'll think about it.
See doozer's repo fr linux 15khz kernel patches : https://github.com/D0023R/linux_kernel_15khz
He didn't fork the kernel, no need to update the repo with constant changes upstream. He just provides the patches, considering he tested them by himself.
The advantage is that it's not on a gdrive, kinda easier if any crazy mind feels like contributing (though you may need to add some notes on how to do this) + if there were no changes on your side, anyone could submit the update to the new version of mame (via pull requests, or git permissions to some people you trust)

Quote
Quote
From a dev point of view, a gdrive is a pain as it makes most command line tools unusable to automate things. Time to consider populating https://github.com/GroovyArcade with a new repo ?  ;)

Can't automate things due to gdrive? I hadn't think of that.

I want to find time to upload the whole CRT Tools source to github too.
[/quote]
He, who seeks help, shall always find a friend :D There are enough people here with git knowledge to lead you on the path to the light :D Be it Doozer (sorry for not asking you first haha) or me as a starter.

Once you're ready, you know where to ring ;)
Title: Re: GroovyMAME 0.209 - Switchres v0.017n
Post by: Doozer on June 04, 2019, 07:07:26 am

Hi,

Whatever is decided, I am supportive :-) Calamity is the creator and maintainer,  it makes sense to let him decide and if needed host the code via its own account. GD structure can be reconstructed under GIT (or other) to maintain the same layout and provide patches per MAME releases. Let me know if I can be of help here.

@calamity, I am really looking forward to finalize the GM unified branch. I must admit that professional workload had raise during the past weeks to a level not allowing me spending time on the project. But I am ready to resume.
Title: Re: GroovyMAME 0.209 - Switchres v0.017n
Post by: Substring on June 04, 2019, 08:27:35 am

Hi,

Whatever is decided, I am supportive :-) Calamity is the creator and maintainer,  it makes sense to let him decide and if needed host the code via its own account. GD structure can be reconstructed under GIT (or other) to maintain the same layout and provide patches per MAME releases. Let me know if I can be of help here.

@calamity, I am really looking forward to finalize the GM unified branch. I must admit that professional workload had raise during the past weeks to a level not allowing me spending time on the project. But I am ready to resume.
GM unified branch ? Can you elaborate ?
Title: Re: GroovyMAME 0.210 - Switchres v0.017n
Post by: Calamity on June 04, 2019, 11:19:31 am
GroovyMAME 0.210 is out!
Title: Re: GroovyMAME 0.210 - Switchres v0.017n
Post by: Sociopathos on June 04, 2019, 01:46:53 pm
THANKS!!!!  :applaud: :applaud: :applaud:
Title: Re: GroovyMAME 0.209 - Switchres v0.017n
Post by: Doozer on June 04, 2019, 04:03:57 pm
GM unified branch ? Can you elaborate ?

The idea would be, instead of different GM approach under Windows and Linux, to have a single switchres library with OS wrapper to expose internal API. Development is still in early phase. Don't expect something soon.
Title: Re: GroovyMAME 0.209 - Switchres v0.017n
Post by: Substring on June 04, 2019, 04:59:44 pm
The idea would be, instead of different GM approach under Windows and Linux, to have a single switchres library with OS wrapper to expose internal API. Development is still in early phase. Don't expect something soon.

Ah yeah, Calamity told me once about that. I gave it the libswitchres name rather :D
Not my that C skills are worth it, but if I can help in any way ...
Title: Re: GroovyMAME 0.210 - Switchres v0.017n
Post by: b4nd1t0 on June 04, 2019, 06:36:56 pm
nonag versions win/linux ready https://b4nd1t0.blogspot.com/2019/06/mame-0210.html
Title: Re: GroovyMAME 0.210 - Switchres v0.017n
Post by: Calamity on June 27, 2019, 12:46:18 pm
GroovyMAME 0.211 is out!
Title: Re: GroovyMAME 0.211 - Switchres v0.017n
Post by: lettuce on July 28, 2019, 12:34:36 pm
So been a good while since i have used GroovyMame, what the latest version what settings do i need to change in the ini file to get the best results with an LCD screen (1440p 144hz) and getting the best possible reduced input lag?

Also what is the bgfx mod exe file do/for?
Title: Re: GroovyMAME 0.211 - Switchres v0.017n
Post by: Substring on August 04, 2019, 04:21:59 am
MAME 0.212 is out ^^
Title: Re: GroovyMAME 0.211 - Switchres v0.017n
Post by: b4nd1t0 on August 05, 2019, 06:18:40 am
hI @Calamity, are you planning to release a new patch or we can compile the 0.212 with the 017n? Thanks  :cheers:
Title: Re: GroovyMAME 0.211 - Switchres v0.017n
Post by: haynor666 on August 05, 2019, 06:19:46 am
Did it patch 211 work for 212? I have many errors diff.
Title: Re: GroovyMAME 0.211 - Switchres v0.017n
Post by: Calamity on August 05, 2019, 06:41:41 am
I'm releasing a new patch, 0.017o, it'll be ready in a while.
Title: Re: GroovyMAME 0.211 - Switchres v0.017n
Post by: b4nd1t0 on August 05, 2019, 06:57:35 am
Great, thanks.
Title: Re: GroovyMAME 0.211 - Switchres v0.017n
Post by: Doozer on August 05, 2019, 08:14:31 am
I'm releasing a new patch, 0.017o, it'll be ready in a while.

I nothing has changed for Linux, I can upload the 0.17n version. I saw 0.17o but did not checked the diff.
Title: Re: GroovyMAME 0.211 - Switchres v0.017n
Post by: Calamity on August 05, 2019, 08:23:35 am
I'm releasing a new patch, 0.017o, it'll be ready in a while.

I nothing has changed for Linux, I can upload the 0.17n version. I saw 0.17o but did not checked the diff.

The new patch changes the bgfx backend which also applies to Linux.
Title: Re: GroovyMAME 0.212 - Switchres v0.017o
Post by: Calamity on August 05, 2019, 11:07:44 am
GroovyMAME 0.212 is out!

What's new in Switchres v0.017o (August 2019)

- Reduced input latency for the BGFX video backend with vsync enabled. Measured latency is now 2 frames lower on Windows (not tested on Linux yet). Using DwmFlush() on Windows for vsync. [oomek/Calamity]
Title: Re: GroovyMAME 0.212 - Switchres v0.017o
Post by: lettuce on August 05, 2019, 01:43:26 pm
Can you explain whats the difference between using BGFX or D3D, does one have an advantage over the other?
Title: Re: GroovyMAME 0.212 - Switchres v0.017o
Post by: oomek on August 05, 2019, 02:34:31 pm
BGFX backend has more advanced and multiplatform shaders. D3D has HLSL shaders and works only on Windows.
Title: Re: GroovyMAME 0.212 - Switchres v0.017o
Post by: ph111hud0 on August 06, 2019, 09:29:37 am
Question !
GroovyMAME 0.212   for windows 10 anywhere??
Title: Re: GroovyMAME 0.212 - Switchres v0.017o
Post by: schmerzkaufen on August 06, 2019, 12:47:26 pm
Download link is on page 1.
Title: Re: GroovyMAME 0.212 - Switchres v0.017o
Post by: ph111hud0 on August 06, 2019, 12:53:48 pm
I have seen the download link, but the file is for windows XP not windows 10 ?
Title: Re: GroovyMAME 0.212 - Switchres v0.017o
Post by: schmerzkaufen on August 06, 2019, 01:15:37 pm
Did you grab the right one ? (win-7-8-10)

(https://i.postimg.cc/cHcpkb4n/groo.png)
Title: Re: GroovyMAME 0.212 - Switchres v0.017o
Post by: ph111hud0 on August 06, 2019, 02:13:41 pm
got it thank you
Title: Re: GroovyMAME 0.211 - Switchres v0.017n
Post by: Trnzaddict on August 06, 2019, 07:03:32 pm
hI @Calamity, are you planning to release a new patch or we can compile the 0.212 with the 017n? Thanks  :cheers:

Hey - I always download your builds to use on my cab, but on your latest 212 windows build the nonag patch doesn't seem to be working. Still nags about "There are known problems with this game. blah blah blah"

Title: Re: GroovyMAME 0.212 - Switchres v0.017o
Post by: b4nd1t0 on August 07, 2019, 06:22:24 am
Sorry, i have uploaded, the wrong version, now is ok, thanks.
Title: Re: GroovyMAME 0.212 - Switchres v0.017o
Post by: Recapnation on August 19, 2019, 07:48:14 am
I'm about to update Eiusdemmodi's GM guide (for real!) and I'm including a Port Audio section. What's the final word on the -priority setting, 1 or 0? Seems low audio latency configurations are better with it (1) but it also could even mess with your input? I never noticed control or threading issues myself with it, but thought I'd better ask here.
Title: Re: GroovyMAME 0.212 - Switchres v0.017o
Post by: schmerzkaufen on August 19, 2019, 08:10:48 am
FYI as per 0.212 there's a new setting for Portaudio which I believe is 0 (? to confirm)

Quote
a special low latency mode has been added for the PortAudio sound module.
Code: [Select]
-Added an ultra-low-latency mode for PortAudio sound output module.
Couldn't find more explanation.

EDIT: also here compiled all (afaik) notes by intealls on settings http://forum.arcadecontrols.com/index.php/topic,160094.msg1684615.html#msg1684615 (http://forum.arcadecontrols.com/index.php/topic,160094.msg1684615.html#msg1684615)
Title: Re: GroovyMAME 0.212 - Switchres v0.017o
Post by: Recapnation on August 19, 2019, 08:24:35 am
0.212's ini options seem to be the same, though?

Code: [Select]
# PORTAUDIO OPTIONS
#
pa_api                    none
pa_device                 none
pa_latency                0
Title: Re: GroovyMAME 0.212 - Switchres v0.017o
Post by: schmerzkaufen on August 19, 2019, 08:30:33 am
Maybe in 'mode' they mean 'setting' and 0 is that new one. Not sure just assuming. ¯\_(ツ)_/¯

EDIT: found more in the mame info:
Quote
Suggestion for very-low-latency mode on PortAudio. Needed to keep audio in sync when playing rhythm game machines such as Konami System 573. This is because the lowest audio_latency currently supported (audio_latency 1) introduces at least 10 ms of variable latency. I am unsure how to go about this without breaking backward compatibility so I set it to work only when audio_latency is 0 (which was previously ignored by mame itself and was treated equivalent to audio_latency 1). I am aware that setting audio_latency to 0 is not supported by many mame frontends, but this change seems natural. Otherwise, would it be better to add a new mame.ini option, or to automatically enable this low-latency mode when pa_latency is set lower than, say, 0.01 (10ms), which would break people's configurations if they already rely on the old behavior? (sound\pa_sound.cpp).
Title: Re: GroovyMAME 0.212 - Switchres v0.017o
Post by: Recapnation on August 19, 2019, 09:01:41 am
audio_latency 0, then.

https://github.com/mamedev/mame/commit/1ccdfb873a480c0306ac0553cf9298036f79d2d7#diff-1366df4e746fbede41c717eaa3aa00fe


I guess it was finally added in 0.212, but it could change later on? Though if '0' worked as '1' before this, nothing is lost by suggesting this.


Thank you.


(The question about -priority still applies.)
Title: Re: GroovyMAME 0.212 - Switchres v0.017o
Post by: schmerzkaufen on August 19, 2019, 09:09:19 am
Yeah sounds like it could change later.

Quote
(The question about -priority still applies.)

If you check the link I edit-posted up there, intealls only said the following afaik:
Quote
- One thing to keep in mind with low-latency audio is that it is important to have as few other applications running when using it. For instance, only have MAME running, and if problems are encountered, try using -nosleep and -priority 1.
Title: Re: GroovyMAME 0.212 - Switchres v0.017o
Post by: Recapnation on August 19, 2019, 10:22:10 am
Yeah, thanks; that was my understanding, enabling it only if there're "problems" since everybody suggests to leave it disabled. I was wondering if somebody has ever noticed issues by enabling it with GM (and no frontends, if possible).
Title: Re: GroovyMAME 0.212 - Switchres v0.017o
Post by: Rupert H on August 20, 2019, 08:09:38 am
GroovyMAME 0.212 is out!

What's new in Switchres v0.017o (August 2019)

- Reduced input latency for the BGFX video backend with vsync enabled. Measured latency is now 2 frames lower on Windows (not tested on Linux yet). Using DwmFlush() on Windows for vsync. [oomek/Calamity]

Hi Calamity,

Assuming complete ignorance on my part, can you explain what this BGFX change means? I have GM64 d3dex 2.06 running on Windows 7 on CRT on a cab. Will 2.12 give me minus two frames of lag compared to my current set-up? How do I implement this? Do I just download the latest build and I’m good to go or do I need to make new changes to the .ini file?

Thanks for all your hard work as always.

Rupert.
Title: Re: GroovyMAME 0.212 - Switchres v0.017o
Post by: schmerzkaufen on August 20, 2019, 09:14:26 am
Today I went back to trying Groovy on my laptop (W8.1, i3-4030u 1.9GHz 2core+HT, nVidia Optimus), and with 0.212 I've noticed frame_delay is completely unuseable as even 1 makes all games crawl at a fixed 50% speed.

I've tried older builds to verify and the last one where frame_delay is useable is 0.205 (which would make it the last 'lighweight' frame_delay version)

Is this related to the changes started back then ?
Quote
GroovyMAME 0.205 is out!

What's new in Switchres v0.017m (December 2018)

- Added feature to autosave UI sliders to make frame delay in-game adjustments non-volatile.

- (Windows) Added capability to toggle frame delay from the UI.

- (Windows) Preliminar work on modifications to the frame delay implementation to improve its accuracy.

- (Windows) Temporarily dropped BFGX support due to upstream overhaul.
Title: Re: GroovyMAME 0.212 - Switchres v0.017o
Post by: cools on August 20, 2019, 04:57:30 pm
Frame delay works fine for me in 211, W7 x64 4690k 6450.
Title: Re: GroovyMAME 0.212 - Switchres v0.017o
Post by: schmerzkaufen on August 20, 2019, 05:24:47 pm
Yeah works fine for me too on my 'real' PC.

It's just that at some point he said frame_delay was going to weigh a heavier load, which might be imperceptible to powerful-enough CPUs, but could explain that sudden change bewteen 205 and 206~212 for weaker ones.

Maybe it's that, maybe not, I'm simply curious.
Title: Re: GroovyMAME 0.212 - Switchres v0.017o
Post by: Substring on September 05, 2019, 06:04:05 am
Mame 0.213 is out !
Title: Re: GroovyMAME 0.212 - Switchres v0.017o
Post by: Doozer on September 06, 2019, 04:37:35 am
Just for fun. It is the first time I am experiencing several segfaults due to ASM opcode not being executed correctly in a kvm. Even after reboot of the host, result was the same. Now switching to another machine.

Code: [Select]
[ 2819.252872] RIP: 0010:kvm_arch_vcpu_ioctl_run+0x19b1/0x1b00 [kvm]
[ 2819.252883] Call Trace:
[ 2819.252901]  ? kvm_vm_ioctl+0x80a/0x980 [kvm]
[ 2819.252904]  ? __switch_to_asm+0x34/0x70
[ 2819.252905]  ? __switch_to_asm+0x40/0x70
[ 2819.252917]  kvm_vcpu_ioctl+0x22f/0x5e0 [kvm]
[ 2819.252919]  ? __switch_to_asm+0x34/0x70
[ 2819.252920]  ? __switch_to_asm+0x34/0x70
[ 2819.252921]  ? __switch_to_asm+0x40/0x70
[ 2819.252922]  ? __switch_to_asm+0x34/0x70
[ 2819.252923]  ? __switch_to_asm+0x40/0x70
[ 2819.252924]  ? common_interrupt+0xa/0xf
[ 2819.252926]  do_vfs_ioctl+0xa4/0x630
[ 2819.252930]  ? security_file_ioctl+0x12/0x50
[ 2819.252931]  ksys_ioctl+0x60/0x90
[ 2819.252933]  __x64_sys_ioctl+0x16/0x20
[ 2819.252935]  do_syscall_64+0x5f/0x1a0
[ 2819.252937]  entry_SYSCALL_64_after_hwframe+0x44/0xa9
[ 2819.252939] RIP: 0033:0x7f9b8bcac0fb
Title: Re: GroovyMAME 0.213 - Switchres v0.017o
Post by: Calamity on September 06, 2019, 05:11:10 am
GroovyMAME 0.213 is out!
Title: Re: GroovyMAME 0.212 - Switchres v0.017o
Post by: Calamity on September 06, 2019, 05:12:50 am
Just for fun. It is the first time I am experiencing several segfaults due to ASM opcode not being executed correctly in a kvm. Even after reboot of the host, result was the same. Now switching to another machine.

Do you mean with version 0.213?
Title: Re: GroovyMAME 0.213 - Switchres v0.017o
Post by: Doozer on September 06, 2019, 05:59:51 am

Yep, that's what happen when using old host (Core2 duo) with new kernel (5.2) ;-) No worries, I managed to do it differently.
Title: Re: GroovyMAME 0.213 - Switchres v0.017o
Post by: Doozer on September 06, 2019, 06:10:18 am
GroovyMAME 0.213 is out!

The Linux binary is uploaded as well.
Title: Re: GroovyMAME 0.213 - Switchres v0.017o
Post by: K-rnivoro on September 07, 2019, 08:25:58 pm
Just in case it can help somebody:

I had my cab running fine with GM .178 and CRT 2.0 Beta 8. After upgrading CRTE to Beta 15, Progressive modes stop working in GM .178 (out of sync picture). The lowest version of GM working is .183.

So I decided go all the way to .213 now, thing is: Do I have to get all roms from .213 version again, and do some housekeeping of my own? I  have already detected several roms not working with .213

Or there is a way to use newest GM with old roms collection?



Title: Re: GroovyMAME 0.213 - Switchres v0.017o
Post by: PL1 on September 07, 2019, 11:01:13 pm
So I decided go all the way to .213 now, thing is: Do I have to get all roms from .213 version again, and do some housekeeping of my own? I  have already detected several roms not working with .213

Or there is a way to use newest GM with old roms collection?
At a minimum, you'll need to replace ROMs/drivers/CHDs that have been re-dumped/re-named/changed since the old ROMset.
- There have been a lot of changes between 0.178 and 0.213.
- There's no way to use re-dumped/changed (obsolete) ROMs with a newer version of MAME.
-  If the difference is that the filename(s) have changed, you might get it to work by changing the name of the ROM .zip file and/or the filename(s) inside the .zip.   :dunno


Scott
Title: Re: GroovyMAME 0.213 - Switchres v0.017o
Post by: K-rnivoro on September 08, 2019, 09:16:24 pm
That´s what I thougt. ClearMAMEPro can find those renamed roms insides zips, if they are the same,  but is not able to "change" it to the newest dump of course.
Title: Re: GroovyMAME 0.213 - Switchres v0.017o
Post by: schmerzkaufen on September 10, 2019, 10:13:22 am
Note to the general ; I did mention on the previous page that the PC performance requirements seemed to have jumped up starting from 0.206, and well, my usage of Groovy has been very spotty this year so I haven't tried every month's update, but at some point the trend seemed to have inverted at least on my main PC (as opposite to my laptop)

And so currently with 0.213 it seems that I actually get better results, like I can afford higher frame_delay levels with close to no-tearing, and when I do get some I don't have to apply as much vsync_offset as even pre-206 (except when I use HLSL of course)

So I don't know what happened at the 'lab' nor from which build exactly the shift happened, but it works better now anyway on my main emulation rig.

The only difference is that I need to have the following off permanently;
Code: [Select]
sleep                     0Otherwise I get framerate instability (oscillating between 99%,100%,101%)

Note: this is without using portaudio.
Title: Re: GroovyMAME 0.213 - Switchres v0.017o
Post by: Doozer on September 25, 2019, 02:54:20 pm

I have uploaded the GM 0.214 Linux binary on the google drive. Enjoy!
Title: Re: GroovyMAME 0.213 - Switchres v0.017o
Post by: b4nd1t0 on September 25, 2019, 03:36:38 pm
Thanks Doozer, the patch is the same of 0.213?

Inviato dal mio EML-L09 utilizzando Tapatalk

Title: Re: GroovyMAME 0.213 - Switchres v0.017o
Post by: Doozer on September 25, 2019, 03:59:40 pm
Thanks Doozer, the patch is the same of 0.213?

Inviato dal mio EML-L09 utilizzando Tapatalk

Yes, it is based on 017o.
Title: Re: GroovyMAME 0.213 - Switchres v0.017o
Post by: dilarconon on September 26, 2019, 03:14:05 am
I have triplebuffer and waitvsync off on mame.ini:

(https://i.imgur.com/uUfGKZ4.png)

but for some reason GroovyMAME does not honor them:

(https://i.imgur.com/HqXjMBy.png)

They properly say "SwitchRes: Setting option -notriplebuffer" and "nowaitvsync" in the console when I use "-notriplebuffer -nowaitvsync" in the command line.

Am I doing something wrong?
Title: Re: GroovyMAME 0.214 - Switchres v0.017o
Post by: Calamity on September 27, 2019, 02:02:26 pm
GroovyMAME 0.214 is out!
Title: Re: GroovyMAME 0.214 - Switchres v0.017o
Post by: Substring on October 30, 2019, 09:08:00 am
New MAME release ! 0.215 is out !

32bits users say your prayers, 0.217 should be the last build supporting 32bits. After, it won't be maintained. Read the obituary here (https://www.mamedev.org/?p=474)
Title: Re: GroovyMAME 0.214 - Switchres v0.017o
Post by: schmerzkaufen on October 30, 2019, 09:48:43 am
Quote
We’ve updated bgfx, adding preliminary Vulkan support.

Isn't that good news ?
Title: Re: GroovyMAME 0.214 - Switchres v0.017o
Post by: Substring on October 30, 2019, 10:22:47 am
preliminary good news you mean ?  :lol
Title: Re: GroovyMAME 0.214 - Switchres v0.017o
Post by: schmerzkaufen on October 30, 2019, 10:40:54 am
Well ^^ by mamedev standards something like that happens only every 5~10 years or so, even 'preliminary' is news.

Anyway I seem to recall Calamity saying this could be useful Groovy-side.
Title: Re: GroovyMAME 0.214 - Switchres v0.017o
Post by: donluca on October 31, 2019, 08:24:03 am
Doesn't this:

Quote
MAME 0.217 will be the last release with pre-built 32-bit Windows binaries supplied. Starting in 2020, you’ll need to compile MAME yourself if you want a 32-bit version. We’ll still support building for 32-bit architectures, but optimisation for 32-bit x86 will not be a priority.

mean that as long as you compile MAME yourself you can have MAME on 32-bits for as long as you want?
Title: Re: GroovyMAME 0.214 - Switchres v0.017o
Post by: Substring on October 31, 2019, 09:47:40 am
indeed, but they won't focus on optimizing 32bits code. New code could be 64bits only one day or another.
Title: Re: GroovyMAME 0.214 - Switchres v0.017o
Post by: donluca on October 31, 2019, 12:40:20 pm
You've got it the wrong way.

You'll always be able to compile it on 32-bit platforms (the post states this and even says it will *support* the possibility of building it on 32-bit platforms) but the "optimization" part refers to make the code run faster by using modern CPU features.

That is, as newer CPUs come out, MAME will take advantage of newer architectures/functions they can offer while 32-bit versions won't. That's all.

EDIT: this is to address a statement made in the other thread here: http://forum.arcadecontrols.com/index.php/topic,154799.200.html

So if someone wants they can go and still compile newer MAME versions on 32-bit.
Title: Re: GroovyMAME 0.215 - Switchres v0.017o
Post by: Calamity on October 31, 2019, 03:47:19 pm
GroovyMAME 0.215 is out!

-------------

I'd like to say sorry for my lack of support on the forum during the last months. I have nearly no free time lately to focus on answering questions. So sorry if you have posted any question that went unanswered. Fortunately there are some power users here doing a very good job on providing support, thank you for this.

With regards to XP builds, by reading this post (http://www.mameworld.info/ubbthreads/showthreaded.php?Cat=&Number=384077&page=0&view=expanded&sb=5&o=&fpart=1&vc=1) it looks like they're not going to be possible starting from 0.216. This means that even if you build for 32 bits, the exe won't work on XP, because the minimum supported compiler will be GCC 7.2 and XP builds require GCC 5.3.

This makes me wonder whether my 64-bit builds labelled as -xp do actually work on Windows XP-64, since I've been using GCC 8.3.0 for some time already. To be honest I don't test on XP anymore. Does anyone use them?

The possibility to build for XP was the only reason to keep the D3D9ex patch separated from GM's patch. I guess I'll keep both separated for a few versions yet in case someone figures out how to build for XP, but I won't be providing the XP build anymore, in order to simplify my monthly build job.

Even Windows 7 is fastly becoming obsolete, and we should already be using 10 when possible. Specially LCD users that want to benefit from the new renderers available.

Title: Re: GroovyMAME 0.215 - Switchres v0.017o
Post by: schmerzkaufen on October 31, 2019, 04:54:47 pm
we should already be using 10 when possible. Specially LCD users that want to benefit from the new renderers available.
Could you please tell more on that topic ? does that work just as well with frame_delay, same refresh/sync & lag performance ?
Do we still use d3d9ex for it or if we don't what's up configuration-wise ? still need directx9.0C redistributable ?

I have zero experience using Groovy with W10, only W7+d3d9ex.
10 seems to always mean trouble like this: http://forum.arcadecontrols.com/index.php/topic,160829.0.html
And not just that I've read about other annoyances but that doesn't seem compiled anywhere for information AFAIK.

I can still use my 7 Pro licence to switch to 10 before January, but I don't want to do that if there's anything I will lose in terms of quality/performance for my Groovy experience.

Quote
I'd like to say sorry for my lack of support on the forum during the last months. I have nearly no free time lately to focus on answering questions. So sorry if you have posted any question that went unanswered. Fortunately there are some power users here doing a very good job on providing support, thank you for this.
Really missing you around here indeed, it's like the project was lowkey-suspended for a year, there are some questions only you can answer well. Hope you'll find more time in the future!  :cheers:
Title: Re: GroovyMAME 0.215 - Switchres v0.017o
Post by: RobeeJ on November 01, 2019, 06:04:58 am
I'd like to say sorry for my lack of support on the forum during the last months. I have nearly no free time lately to focus on answering questions.

I'm sure I speak for nearly everyone when I say we are super grateful for any time you spend, it's not as if anybody pays you for your generosity in maintaining GroovyMAME! You have nothing to apologise for!
Title: Re: GroovyMAME 0.215 - Switchres v0.017o
Post by: haynor666 on November 01, 2019, 06:25:29 am
GroovyMAME 0.215 is out!

I'd like to say sorry for my lack of support on the forum during the last months. I have nearly no free time lately to focus on answering questions. So sorry if you have posted any question that went unanswered. Fortunately there are some power users here doing a very good job on providing support, thank you for this.

No problem at all. Thanks for everything You did so far :)

Quote from: Calamity
With regards to XP builds, by reading this post (http://www.mameworld.info/ubbthreads/showthreaded.php?Cat=&Number=384077&page=0&view=expanded&sb=5&o=&fpart=1&vc=1) it looks like they're not going to be possible starting from 0.216. This means that even if you build for 32 bits, the exe won't work on XP, because the minimum supported compiler will be GCC 7.2 and XP builds require GCC 5.3.

User fdv reported that from some time there is error "dwmapi.dll is not found". Personally I've compiled x32 build with 5.3 for XP compability but looks like at least my builds are not usable from some time on XP x32.

Quote from: Calamity
This makes me wonder whether my 64-bit builds labelled as -xp do actually work on Windows XP-64, since I've been using GCC 8.3.0 for some time already. To be honest I don't test on XP anymore. Does anyone use them?

Not me for sure  ;D

Quote from: Calamity
The possibility to build for XP was the only reason to keep the D3D9ex patch separated from GM's patch. I guess I'll keep both separated for a few versions yet in case someone figures out how to build for XP, but I won't be providing the XP build anymore, in order to simplify my monthly build job.

Even Windows 7 is fastly becoming obsolete, and we should already be using 10 when possible. Specially LCD users that want to benefit from the new renderers available.

For arcade PC I personally prefer striped a bit windows 7 as is easier to shut down some not needed services (like windows update) and it is less memory hungry.

For the XPx64 users - it was the smallest group here I think. Your builds were available either for windows 7x64 with D3D9ex (so not working on XPx64) or generic x32 build (works probably but does not use x64 possibilities on XPx64) and nobody complained.
Title: Re: GroovyMAME 0.215 - Switchres v0.017o
Post by: Calamity on November 02, 2019, 07:44:17 am
Could you please tell more on that topic ? does that work just as well with frame_delay, same refresh/sync & lag performance ?
Do we still use d3d9ex for it or if we don't what's up configuration-wise ? still need directx9.0C redistributable ?

Nothing still compares to frame delay, except VRR monitors.

But in order to port frame delay to the new renderers (bgfx backends, instead of d3d9ex), we'll probably need a feature that's only present in Windows 10: independent flipping.
Title: Re: GroovyMAME 0.215 - Switchres v0.017o
Post by: schmerzkaufen on November 02, 2019, 08:44:07 am
Ok thanks I definitely wanted to know if there was something like that on the way. I'll wait until that becomes a reality before switching to 10.

But IIRC you were also saying once that would this work, then something like Vulkan would solve the current higher-lag issue with BGFX or something ?

Title: Re: GroovyMAME 0.215 - Switchres v0.017o
Post by: pmc3 on November 02, 2019, 09:20:20 am



With regards to XP builds, by reading this post (http://www.mameworld.info/ubbthreads/showthreaded.php?Cat=&Number=384077&page=0&view=expanded&sb=5&o=&fpart=1&vc=1) it looks like they're not going to be possible starting from 0.216. This means that even if you build for 32 bits, the exe won't work on XP, because the minimum supported compiler will be GCC 7.2 and XP builds require GCC 5.3.

This makes me wonder whether my 64-bit builds labelled as -xp do actually work on Windows XP-64, since I've been using GCC 8.3.0 for some time already. To be honest I don't test on XP anymore. Does anyone use them?

The possibility to build for XP was the only reason to keep the D3D9ex patch separated from GM's patch. I guess I'll keep both separated for a few versions yet in case someone figures out how to build for XP, but I won't be providing the XP build anymore, in order to simplify my monthly build job.

For info

for MAME:
Gcc 7.2 on XP = false
Gcc 7.2 on 7 and up = 32 bits (with XP compatible)
Gcc 7.4 on 7 and up = 32 bits (7 and up compatible)
Gcc 8.x = 64 bits only

so, MAME work on XP (again and as long as gcc7.2 is supported), tested by me.

+++
Title: Re: GroovyMAME 0.215 - Switchres v0.017o
Post by: donluca on November 02, 2019, 09:50:13 am
Thanks for testing, looks like Windows XP is still an option after all, although I admit I'm more curious to see if it works on something in between windows xp 32-bit and windows 7 64-bit like Windows 2003 64-bit.

Is GCC 8.x required to compile 64-bit MAME binaries?
Title: Re: GroovyMAME 0.215 - Switchres v0.017o
Post by: pmc3 on November 02, 2019, 09:58:16 am
Thanks for testing, looks like Windows XP is still an option after all, although I admit I'm more curious to see if it works on something in between windows xp 32-bit and windows 7 64-bit like Windows 2003 64-bit.

Is GCC 8.x required to compile 64-bit MAME binaries?
No.

For resume (and for MAME project):

Buildstool  (https://github.com/mamedev/buildtools/releases)v3 (gcc 7.2) work on 32 (xp compatible) and 64 bits.

Buildstool v4 (gcc 7.4 / gcc 8.x) work on 32 (7 and up compatible) and 64 bits (7 and up).
To create 64bits builds with v4, only gcc8 is offered.

The mameteam stated  (https://www.mamedev.org/?p=474)that the minimum (for compile mame) supported was gcc 7.2.
Title: Re: GroovyMAME 0.215 - Switchres v0.017o
Post by: donluca on November 03, 2019, 03:23:03 pm
Thanks for clarifying that.

Hopefully they won't drop gcc7.2 anytime soon.
Title: Re: GroovyMAME 0.215 - Switchres v0.017o
Post by: wflimusic on November 25, 2019, 10:28:47 pm
Mame Dev put out a 32bit build for .215. Any chance of getting a Windows .215 32bit Groovy version added to the repository? Marp/wolfmame's last 32bit version was for .193 back in February.
Title: Re: GroovyMAME 0.215 - Switchres v0.017o
Post by: Sociopathos on November 27, 2019, 07:17:53 am
So, MAME 216 just got released, and there's a new feature called low latency, does this have the same effect as using D3D9 Ex? Thanks.
Title: Re: GroovyMAME 0.216 - Switchres v0.017p
Post by: Calamity on November 27, 2019, 08:05:07 am
What's new in Switchres v0.017p (November 2019)

- Updates code since some of the low latency modifications have now been pushed to baseline. There's a new option -lowlatency, enabled by default in GM, that is required by -frame_delay to work.

- (Windows) Dropped modification introduced in v0.017o to reduce input latency in BGFX, because it causes speed issues on Windows 7.



About the new -lowlatency option.

MAME now includes the new option -lowlatency (-lolat). This means that some of the modifications that have been part of GroovyMAME's low latency features are now officially included in MAME. The technical details (https://github.com/mamedev/mame/pull/5901) are explained on MAMEdev's github site.

I'd like to thank Oomek for donating one of his prototype G.I.L.T devices (http://forum.arcadecontrols.com/index.php/topic,160722.0.html) for these tests that was essential to prove the effectiveness of this feature.

If you own a VRR monitor (either Freesync or G-sync), now official MAME's input latency will be exactly as low as GroovyMAME's, virtually matching original hardware behaviour in many cases. Unlike -frame_delay, -lowlatency has no performance penalty.

This new feature won't change input latency on GroovyMAME at all, compared to previous versions, since it was already included in GM before. You only need to make sure the option -lowlatency is enabled, which is by default in GM's generated ini. But take care to update at least your old mame.ini, because failing to have this option enabled will indeed cause a latency penalty since now this feature is optional, while before it was always on.

In the context of non-VRR monitors, the biggest part of input latency is caused by v-sync. VRR monitors don't need v-sync, so they're free of this problem. For this reason on VRR monitors, -lowlatency is enough to get latency as low as it gets.

On the other hand CRT screens and traditional LCDs require v-sync for acceptable results. The latency that's specific to frame buffering associated to v-sync can't be removed by the -lowlatency option. In order to remove it, in addition to -lowlatency you need to keep using -frame_delay, as usual. Now, the difference now is that unless you have -lowlatency enabled, -frame_delay won't have the desired effect, so please pay attention to your setup if you're upgrading.

In short, for low latency, use the following:

- VRR (Freesync or G-sync): official MAME -lowlatency
- CRT or traditional LCD: GroovyMAME -lowlatency -frame_delay #

For VRR, official MAME is simpler to use. You can achieve the same results on VRR with GroovyMAME too, but you need additional config, like this: GroovyMAME -monitor lcd -lowlatency -noautosync (or -nowaitvsync, notriplebuffer, nosyncrefresh).
Title: Re: GroovyMAME 0.215 - Switchres v0.017o
Post by: pmc3 on November 27, 2019, 09:12:05 am
Mame Dev put out a 32bit build for .215. Any chance of getting a Windows .215 32bit Groovy version added to the repository? Marp/wolfmame's last 32bit version was for .193 back in February.

http://www.emu-france.com/emulateurs/305-multi-systemes/306-multi-emulateurs/4246-groovymame-x86/
http://www.emu-france.com/emulateurs/305-multi-systemes/306-multi-emulateurs/7461-groovymame-d3d9ex-x86/

http://www.emu-france.com/emulateurs/305-multi-systemes/306-multi-emulateurs/4245-groovymame-x64/  (groovy64 without d3d9ex)
Title: Re: GroovyMAME 0.216 - Switchres v0.017p
Post by: Recapnation on November 27, 2019, 02:18:56 pm
Are they trying to simulate an interlaced display now (but just for Popeye?)?

Quote
  - There are now three rendering modes selectable via machine config:
  - false progressive: same as before.
  - Interlaced (scanline skip): only the current field is drawn with
    the other field's scanlines blacked. This gives the same flickering
    impression as interlaced display.
  - Interlaced (bitmap): Bitmap is constructed from odd and even fields.
    Result is comparable to PAL/NTSC videos played back on progressive
    displays without additional processing.

https://git.redump.net/mame/commit/?id=069da107280ede7d0efcd5339d705eb1adbbc2c2

Title: Re: GroovyMAME 0.216 - Switchres v0.017p
Post by: Substring on November 27, 2019, 02:52:12 pm
just for popeye
Title: Re: GroovyMAME 0.216 - Switchres v0.017p
Post by: Recapnation on November 27, 2019, 06:37:31 pm
I'm really curious as to how "scanline skip" looks. Just can't believe the effect is bearable for anybody. Nor the "bitmap" method, for that matter, assuming they're halving the resolutions.

And then, they should also explain why is this only in Popeye. But hey.
Title: Re: GroovyMAME 0.216 - Switchres v0.017p
Post by: Substring on November 28, 2019, 06:27:13 am
That could be because the original hardware had several renering methods deopending on versions, bootlegs or god knows what else
Title: Re: GroovyMAME 0.216 - Switchres v0.017p
Post by: Recapnation on November 28, 2019, 08:32:16 am
Nah. The original hardware is from 1982; they only had one way to display hi-res graphics. This is just MAME acknowledging in freaking 2019 that interlaced display was a thing, but still not giving enough of a ---steaming pile of meadow muffin--- about it.
Title: Re: GroovyMAME 0.216 - Switchres v0.017p
Post by: Substring on November 28, 2019, 09:07:22 am
Then why add this to a single machine ? One of the code comments states :

+       Worth noting that there are at least 3 different types of picture output
+       for this game - and it will be difficult to make it match 'everything' out there.
+      1) Normal Nintendo board - inverted video output
+      2) Normal Nintendo board with non-inverted video output - has potentiometers to adjust R/G/B
+      3) Bootleg board, non inverted non adjustable output

As I understand it, they are just trying to reproduce some different hardwares. But I may be wrong.
Title: Re: GroovyMAME 0.216 - Switchres v0.017p
Post by: Recapnation on November 28, 2019, 09:17:41 am
Well, none of the new rendering modes is trying to simulate inverted/non-inverted RGB, that's for sure.
Title: Re: GroovyMAME 0.216 - Switchres v0.017p
Post by: u-man on November 28, 2019, 10:05:30 am
Recapnation nailed it absolutely. It is sad to say, but MAME devs have zero knowledge how and what interlace really means. I tried many times to explain them, but i am not a trusted person, because i can not code a thing, beside that i have worked in a broadcaststation for 3 years, at a time where CRTs where the only thing, you can view a picture on.

Even more sad is:
1.) to read here what they plan on github for Popeye. These clearly indicates that they have no clue.
2.) a hundred times i tried to explain them, that if you make a progressive image out of interlaced material, that this is a destructive process and that you can not revert this anymore. So you will lose the information, that initially was there.

This means you only have TRUE interlaced material, if you have recorded (or created) it initially, but in MAME devs eyes (thats also what you can read on github), interlacing is just a flickering and annoying stuff. They dont see 60FPS AND double resolution. Yes, you possibly can have flicker, especially on high contrast areas, like black typo on white background will flicker, but if you do properly care about the image, it wont flicker. Stuff in motion (i.e. racing games) you will not see flicker anyway. Only on still frames it is clearly visible. Off course it is impossible to properly display interlaced stuff on normal modern LCD monitors. You need to blend that stuff before and make it progressive, which MAME do. But MAME is not capable to create interlaced pictures initially and that is a problem for every CRT user here, as you dont get a picture like it was on original hardware.

Interlacing was absolutely genius when it was invented, effectively doubling the temporal resolution while minimally effecting the spatial resolution and reducing phosphor flicker and that for nearly 60 years and yet even Linus on Youtube understands and explains this better, than any person of the MAME dev team.

The only hope is Calamity again, who can hopefully explain them, that interlaced is not pure BS. I mean seriously, elsewise they are sooooo picky about every single hack-stuff and what not and send those stuff to hell. They claim they are sooooo accurate and emulation is 100% and blah blah blah. But interlacing is some magic thing to them.... it would be really funny, if it would not be so sad  :'(
Title: Re: GroovyMAME 0.216 - Switchres v0.017p
Post by: Recapnation on November 28, 2019, 02:18:52 pm
Being honest, I personally have never liked interlacing in video games, and always thought that stuff such as Popeye could have looked better if designed as progressive low-res games. Especially stuff like Popeye, which makes use of so many upscaled low-res graphics due to memory constraints, should I say. More detail serves very little when your eyes need to accomodate to flickering and whatnot. The industry soon abandoned this approach in favour of progressive low-res for a reason. (But yeah, in scrolling racing games it should be more palatable.)

Said that, it's quite a shame how MAME has been ignoring the display subject in general. Not unexpected, but still a shame. There's not much they can do to simulate interlacing (and that's why it comes off so surprising (lame?) they're trying it with these new rendering modes in this day and age), but at the very least, this should be already well documented, and having it just for Popeye is misleading. You're wrong regarding GM and CRT usage, though (unless I'm not following you) -- thanks to MAME's design we can use interlacing wherever we want with a 15-kHz CRT, so it's really up to the user and his hardware.


Title: Re: GroovyMAME 0.216 - Switchres v0.017p
Post by: u-man on November 30, 2019, 03:33:51 pm
Maybe i was not clear enough regarding interlace. It does not really help, that we can use interlace wherever we want in MAME, because official MAME outputs only progressive Frames. So if a game has originally interlaced output, MAME will change that to progressive output and once this is done, you cant revert that process without losing the data that once where there. You can take that progressive output off course and make it interlace, but the output will never look like the original interlaced output, especially everything that has motion in it.

I hope you understand now, what the real problem is.
Title: Re: GroovyMAME 0.216 - Switchres v0.017p
Post by: pakoman on December 03, 2019, 08:21:47 am
So mame is not accurate with interlaced systems?

Never had the chance to compare on the same arcade cabinet the real jamma interlaced game vs emulation and I've always been curious about the result because I don't remember Rampage or Popeye to look so bad in the arcades. Maybe it was a smaller screen as well...

In the other hand, I compared several progressive scan games (jamma vs emulation) and apart for the need to adjust the brightness and maybe the screen size/position it was exactly the same.
Title: Re: GroovyMAME 0.216 - Switchres v0.017p
Post by: pulse on December 03, 2019, 11:25:44 am
are you saying that for a game with 60 fields per second, MAME outputs 30 progressive frames in a second? what exactly does mame do to composite the image that results in data loss?
Title: Re: GroovyMAME 0.216 - Switchres v0.017p
Post by: u-man on December 03, 2019, 01:11:41 pm
So mame is not accurate with interlaced systems?

It is non-existent. MAME can not do interlace. We all can thank Calamity that we have a option for interlace in GroovyMAME, but like i said, that option comes AFTER the output from MAME itself.

are you saying that for a game with 60 fields per second, MAME outputs 30 progressive frames in a second? what exactly does mame do to composite the image that results in data loss?


You partially answered your own question. I dont know how much frames MAME outputs to compensate interlace, it could be 60 progressive frames or it could be 30 progressive frames. The main point is, that if the original game has interlaced output, then the fields are blended for progressive output.

EDIT: That is how MAME handles interlace and this process is destructive, till today there is no solution or blending method, that can make this process non-destructive/revertable. Once a blending/conversion is applied, there is no undo or reverting process. What is more worse is, you lose the resolution and half of the frames. This is the reason why no blending/conversion looks as good as the original interlaced frames, provided you watch this on a CRT.
One of the biggest problems for the MAME devs is, that no one use a CRT as a display, ergo they have nothing to proof with. Interlaced material can only be properly displayed on a CRT, which makes it impossible to show MAME devs a evidence, what kind of data is really lost. This may explain, why they did not care about interlace that much. What MAME needs, is a switch where a user can define what kind of output is wanted (something similar to GroovyMAME´s monitor switch). Currently all interlaced stuff in MAME, is postprocessed with blending.

So i am not a game-expert nor do i know all interlaced games, but if a game has interlaced output and it is in use other than some resolution switching for in game menues etc., then there will be data/motion lost, if outputted through MAME (even if MAME has 60 blended, progressive frames). One example i posted years ago, is Atari 2600. Play H.E.R.O and press pause in a scene with lot of motion and you will see a blended progressive frame, that originally is not there.

If someone here knows good examples for interlaced games, please tell us more :) . Games that really use the advantage of interlacing. A bad example would be a game that internally creates progressive frames and the output is interlaced, which is possible but without any benefits you usually would have. One great example is the Laserdisc game Firefox. It uses even interlaced real life footage as a background for the game.

There is more to write on that topic, but basically it is this. If there is interest, i can write more for it.
Title: Re: GroovyMAME 0.216 - Switchres v0.017p
Post by: Recapnation on December 04, 2019, 07:03:15 am
Guys, took the liberty of starting a new thread; this is getting too off-topic:

http://forum.arcadecontrols.com/index.php/topic,161548.0.html
Title: Re: GroovyMAME 0.216 - Switchres v0.017p
Post by: oomek on December 09, 2019, 03:27:09 pm
Did anyone compile GM 0.216 x64 d3d9ex with nonag patch yet? b4nd1t0 seems lagging this time.
Title: Re: GroovyMAME 0.216 - Switchres v0.017p
Post by: b4nd1t0 on December 10, 2019, 09:29:28 am
Hy @oomek, i have the cab monitor broken and i thought no one used the version compiled by me, anyway, if you need, it's ready in the usual place here (https://b4nd1t0.blogspot.com/2019/12/mame-0216.html)  :cheers:
Title: Re: GroovyMAME 0.216 - Switchres v0.017p
Post by: Substring on December 10, 2019, 09:46:21 am
probably today's most stupid question, but what's the difference between the no nag patch, and setting skip_gameinfo ?
Title: Re: GroovyMAME 0.216 - Switchres v0.017p
Post by: tom5151 on December 10, 2019, 10:35:54 am
Hy @oomek, i have the cab monitor broken and i thought no one used the version compiled by me, anyway, if you need, it's ready in the usual place here (https://b4nd1t0.blogspot.com/2019/12/mame-0216.html)  :cheers:
Thanks, I use your build and wait for them each month :)

Envoyé de mon GM1910 en utilisant Tapatalk

Title: Re: GroovyMAME 0.216 - Switchres v0.017p
Post by: oomek on December 10, 2019, 11:32:31 am
Hy @oomek, i have the cab monitor broken and i thought no one used the version compiled by me, anyway, if you need, it's ready in the usual place here (https://b4nd1t0.blogspot.com/2019/12/mame-0216.html)  :cheers:

Thanks, I always use your build.
Title: Re: GroovyMAME 0.216 - Switchres v0.017p
Post by: Torkyo on December 10, 2019, 05:02:39 pm
#me too

thanks b4nd1t0
grande!
Title: Re: GroovyMAME 0.216 - Switchres v0.017p
Post by: Paradroid on December 10, 2019, 07:53:28 pm
Hy @oomek, i have the cab monitor broken and i thought no one used the version compiled by me, anyway, if you need, it's ready in the usual place here (https://b4nd1t0.blogspot.com/2019/12/mame-0216.html)  :cheers:
Thanks, I always use your build.

Yep, another nod. Think I'm up to around 8 cabinets running your build! Cheers b4nd1t0! :)
Title: Re: GroovyMAME 0.216 - Switchres v0.017p
Post by: Substring on December 25, 2019, 06:29:01 pm
Ho ho hooooooooo Merry Christmas and Happy New MAME 0.217  :)
Title: Re: GroovyMAME 0.216 - Switchres v0.017p
Post by: keropi on December 26, 2019, 11:20:02 am
merry xmas!
I am about to update from 0.192 to 0.217 once the GM patch becomes available, is there anything new I missed? maybe some groovy new option ? (using win7x64)
thanks!!!!  ;D
Title: Re: GroovyMAME 0.217 - Switchres v0.017p
Post by: pmc3 on December 26, 2019, 01:12:43 pm
hi,
several errors when patching mame with 217.17p (lot of "ignore" message). This has never happened before. does it matter or not?
Title: Re: GroovyMAME 0.217 - Switchres v0.017p
Post by: Calamity on December 26, 2019, 01:13:45 pm
GroovyMAME 0.217 is out!

Release notes:

Finally, GroovyMAME has its own repository (https://github.com/antonioginer/mame/) in GitHub. Thanks specially to Substring and Keilmillerjr for helping me in the process.

People wanting to roll their own builds will now have more options:

1.- Simply download the source package from the releases page (https://github.com/antonioginer/mame/releases) and compile it*
2.- Clone GroovyMAME's repository locally, and make sure to checkout the correct branch. There will be a branch for each GroovyMAME's release, named e.g. groovymame0217.
3.- Download GroovyMAME's patch (https://drive.google.com/drive/folders/0B5iMjDor3P__aEFpcVNkVW5jbEE) and apply it manually over MAMEdev's source package, this way:

Code: [Select]
c:\mame_source>patch -p1 <0217_groovymame_017p.diff
c:\mame_source>make

*Keep in mind GitHub's source already contains D3D9ex applied. If you're building for Windows XP, you must not apply the D3D9ex patch, so method 3 is your best option.

Title: Re: GroovyMAME 0.217 - Switchres v0.017p
Post by: Calamity on December 26, 2019, 01:15:00 pm
hi,
several errors when patching mame with 217.17p (lot of "ignore" message). This has never happened before. does it matter or not?

You were faster than I. Check the new compiling notes, specifically the "-p1" param, instead of "-p0". The new diffs are created from git itself and this change is required.
Title: Re: GroovyMAME 0.217 - Switchres v0.017p
Post by: pmc3 on December 26, 2019, 05:56:25 pm
Thanks Calamity :)
Title: Re: GroovyMAME 0.217 - Switchres v0.017p
Post by: RobeeJ on December 28, 2019, 01:25:39 pm
Finally, GroovyMAME has its own repository (https://github.com/antonioginer/mame/) in GitHub. Thanks specially to Substring and Keilmillerjr for helping me in the process.

This is great news! Thank you Calamity! Hope this will make your life easier too.
Title: Re: GroovyMAME 0.217 - Switchres v0.017p
Post by: telengard on January 02, 2020, 05:35:29 pm
Has anyone built a 32 bit version of .217 GroovyMame (can it still be done, I assume so since I have straight up mame 32 bit .217)?  If not, I can do it, but I thought I'd check first.   :)

Updating my cabinet which still runs XP (for many reasons, and it is air-gapped) and hasn't been updated in a couple years.  Thanks for the continued development on this, it's really appreciated!
Title: Re: GroovyMAME 0.217 - Switchres v0.017p
Post by: Torkyo on January 09, 2020, 06:33:18 am
Hello there,
checking the download page of CRT emu driver, it seems that the page if offline. I tried the links posted in the main post of this thread.
Is there any information about this?

thanks
Title: Re: GroovyMAME 0.217 - Switchres v0.017p
Post by: Recapnation on January 09, 2020, 08:52:40 am
Server issues which hopefully will get solved soon but are out of our reach. Check this:

http://forum.arcadecontrols.com/index.php/topic,141855.msg1704359.html#msg1704359


Internet Archive may also help in the meantime:  https://web.archive.org/web/20190805022158/http://geedorah.com/eiusdemmodi/forum/index.php
Title: Re: GroovyMAME 0.218 - Switchres v0.017p
Post by: Calamity on February 05, 2020, 06:56:32 am
GroovyMAME 0.218 is out!

Title: Re: GroovyMAME 0.218 - Switchres v0.017p
Post by: Substring on February 05, 2020, 07:22:03 am
w00t :cheers:
Title: Re: GroovyMAME 0.218 - Switchres v0.017p
Post by: R-Typer on February 05, 2020, 01:22:10 pm
yaaay!!!!  :D
Title: Re: GroovyMAME 0.218 - Switchres v0.017p
Post by: b4nd1t0 on February 06, 2020, 06:33:07 am
Thanks!!  :cheers:
Title: Re: GroovyMAME 0.218 - Switchres v0.017p
Post by: Doozer on February 29, 2020, 02:52:31 am
Linux 0.219 binary is on the drive.
Title: Re: GroovyMAME 0.218 - Switchres v0.017p
Post by: MomoneDk on March 02, 2020, 03:36:50 am
No patch for windows.....
Title: Re: GroovyMAME 0.219 - Switchres v0.017p
Post by: Calamity on March 03, 2020, 04:44:18 pm
GroovyMAME 0.219 is out!
Title: Re: GroovyMAME 0.219 - Switchres v0.017p
Post by: JohnnySeeJohnnyDo on March 30, 2020, 12:29:38 pm
How do I disable bilinear filtering in groovymame? It saves in video settings, but for each game it is enabled by default. I turn it off and it works fine until I restart groovymame where it is enabled. Anyway to have it off permanently for each game even upon restarting?
Title: Re: GroovyMAME 0.220 - Switchres v0.017p
Post by: Calamity on April 06, 2020, 07:55:24 am
GroovyMAME 0.220 is out!
Title: Re: GroovyMAME 0.221 - Switchres v0.017p
Post by: Calamity on May 22, 2020, 05:17:37 pm
GroovyMAME 0.221 is out!
Title: Re: GroovyMAME 0.221 - Switchres v0.017p
Post by: cools on May 23, 2020, 02:26:30 pm
Thank you!
Title: Re: GroovyMAME 0.222 - Switchres v0.017q
Post by: Calamity on June 27, 2020, 05:03:25 am
GroovyMAME 0.222 is out!

What's new in Switchres v0.017q (June 2020)

- Improved black frame insertion, as per Blur Busters (http://forum.arcadecontrols.com/index.php/topic,162926.msg1715748.html) request. Option -black_frame_insertion (-bfi) now takes an integer that means the number of black frames to insert after the visible frame:
  - For 120 Hz, use -bfi 1
  - For 180 Hz, use -bfi 2
  - etc.
Title: Re: GroovyMAME 0.222 - Switchres v0.017q
Post by: psakhis on June 27, 2020, 07:49:00 am
Thank you! This version 0.222 improves performance around 5%!!
Title: Re: GroovyMAME 0.222 - Switchres v0.017q
Post by: u-man on June 27, 2020, 07:49:31 am
Oh, that is really nice news.

Calamity you should talk to MAME devs again. It seems that all graphic modes (d3d, bgfx, etc.) will get a major overhaul. Previously a game is rendered and then post processed, depending on what mode was used. In the future, they will render directly with graphic card. What that means for GroovyMame should better be discussed with you and the devs. For example Direct X 9.0 support will definetely be trashed. You should really talk to them, as long as everything is in a early stage.

Be well, good luck, u-man
Title: Re: GroovyMAME 0.222 - Switchres v0.017q
Post by: schmerzkaufen on June 28, 2020, 08:50:38 am
For example Direct X 9.0 support will definetely be trashed.

Well, if that happens before Groovy gets a vsync_offset slider - the ONE thing it needs to become a full-fledged mainstream build that anyone even inexperienced beginners can enjoy - then f* it and nuke this planet.  :timebomb:
Title: Re: GroovyMAME 0.222 - Switchres v0.017q
Post by: Anuskuss on July 01, 2020, 02:06:34 am
Quick question: When artwork is displayed the games don't use the full screen anymore (I did notice artwork_crop 1 but the artwork is so beautiful tho). To me this looks like some kind of integer scaling or something. Can this be fixed or is it a limitation of GroovyMAME?

Edit: Also if you're not aware: GroovyMAME crashes when loading up a screenless system. Both of these issues are probably related to SwitchRes even though I've turned it off (doesn't work on my TV anyway although vanilla MAME does).
Title: Re: GroovyMAME 0.222 - Switchres v0.017q
Post by: cools on July 01, 2020, 05:59:47 am
For example Direct X 9.0 support will definetely be trashed.

Well, if that happens before Groovy gets a vsync_offset slider - the ONE thing it needs to become a full-fledged mainstream build that anyone even inexperienced beginners can enjoy - then f* it and nuke this planet.  :timebomb:

Probably don't qualify as a beginner... I've never bothered with vsync_offset as it's such a pain to set.

CPU overclock slider needs changing to actual CPU clock too!
Title: Re: GroovyMAME 0.222 - Switchres v0.017q
Post by: Calamity on July 01, 2020, 06:33:33 am
The problem with a vsync_offset slider has already been explained: MAME's UI rendering is so slow that it actually affects the offset required when the slider is shown. Anyway this will be added at some point.

FYI, we're rewriting the whole Switchres module in GroovyMAME (https://github.com/antonioginer/GroovyMAME/tree/newswitchres), so this will be the build where you can expect to see new features in the near future.



Title: Re: GroovyMAME 0.222 - Switchres v0.017q
Post by: cools on July 01, 2020, 09:44:36 am
Hit tab, adjust with arrows, hit tab, adjust with arrows - 1000x better than current adjustment method.

FYI, we're rewriting the whole Switchres module in GroovyMAME (https://github.com/antonioginer/GroovyMAME/tree/newswitchres), so this will be the build where you can expect to see new features in the near future.

 :cheers:
Title: Re: GroovyMAME 0.222 - Switchres v0.017q
Post by: schmerzkaufen on July 01, 2020, 12:18:29 pm
I've never bothered with vsync_offset as it's such a pain to set.
It's crucial to flat panels users, because tearing is always there on those, fixing offset so far is only possible through custom individual ini's.

That's right currently you have to exit MAME, try a value, relaunch game, again, again etc
It can take ages even for a modest roms collection
and from experience with PCs that are 'just enough' for using frame_delay, adjusting vsync_offset camuch, much more delicate and not intuitive, which can make the whole process much, much longer.

So far from all the people I've met who have tried Groovy expecting to benefit from its features on flat panels (the most out of any existing builds considering all the compatibility fixes unique to it) about 9 in 10 couldn't wrap their heads around the manual process and struggled until they gave up.

A vsync_offset slider is basically the missing pivotal feature that'll make the difference from "Groovy a complex build for a niche of high profile users", to "Groovy the MAME build that does everything the most right, no lossless BS features, anyone can use".

It's that crucial.

CPU overclock slider needs changing to actual CPU clock too!
Only just adding decimals to the slider would make it much more practical. you can see the Hz in the machine information menu.
Quote
Hit tab, adjust with arrows, hit tab, adjust with arrows - 1000x better than current adjustment method.
Assign tab to unused button, use stick/pad to adjust, that's what i do for frame_delay and othjer lsiders like CPU%
That's what should be for vsync_offset too.

The problem with a vsync_offset slider has already been explained: MAME's UI rendering is so slow that it actually affects the offset required when the slider is shown. Anyway this will be added at some point.
Explained? Sorry I never got that, or you said it in an implied manner assuming I would understand all the implications of a probably too esoteric quote for someone at my bottom-end-user level.
You should know I'm not the type that can for instance get anything from a github link and no related development news stated on the forums for like a year and a half.  :dunno
I have no idea what you're cooking with switchres and what rewriting it means or the reasons for it nor what happens in the shadows with groovy as a whole, haven't had a clue in ages because there's nothing posted here on BYOAC or anywhere else I can relate to.
Also that doesn't answer my concern about DX9 going away and seeing the sl_ider happen before that..
Not making up that, from a bottom-end user's point of view like me it's like Groovy development exists only in Zone 51, things happen but all we get is glimpses of alien material.

This happens at times using the frame delay's or CPU% sliders, it's no big deal, just exiting the menu to see how the setting value fares is as simple a button press.
And then adjust, tab slide, adjust, tab slide etc
If it's the same kind of issue and the same amount of slowdown then it already exists, it's s flaw but deosn't egt in the way of useability much if at all and having the sliders makes like 1000x times easier indeed.
if you decided against implementing a vsync_offset one because of something like that and that's why we had to wait for years...well that was a bad decision, because one even witht hat slodown issue yet available for the last two years would ahve been absolute bliss an a godsend, for me an many people.


FYI, we're rewriting the whole Switchres module in GroovyMAME (https://github.com/antonioginer/GroovyMAME/tree/newswitchres), so this will be the build where you can expect to see new features in the near future.




[/quote]

Title: Re: GroovyMAME 0.222 - Switchres v0.017q
Post by: Calamity on July 01, 2020, 01:44:14 pm
The theory is that vsync_offset, contrary to frame_delay, should be the same value for all games, since drawing a frame on the screen (a 2D bitmap) takes the same time whatever the emulated system is, so basically it's the power of your video card what determines the correct vsync_offset value. In this situation, you'd only need to set vsync_offset once and it'd be ok for all systems.

The reason why your experience is different (you actually need different values for each game) is because reality is more complex than theory, and probably frame_delay is interacting in some odd ways with vsync_offset. A possible reason is that we tend to set frame delay higher than we should.
Title: Re: GroovyMAME 0.222 - Switchres v0.017q
Post by: schmerzkaufen on July 01, 2020, 02:43:37 pm
Dunno why my draft post full of uncorrected crap ended uploaded, it probably happened the moment lightning hit my area and internet connection got cut lol. Even the heavens don't want me to post here.  :lol


Anyway, well I thought having a separate vsync_offset slider saving in each individual game's cfg was the point and the obvious purpose of one ? so I never even thought about whatever unique value, I know that works somewhat for individual systems but even so there are slight differences and using post-proc requires readjust.

I remember you mentioned some kind of automation which sounded insanely high-end, if that's what you have in mind, but honestly even a 'manual-only slider' to adjut per-game just like we do with frame_delay would be have been more than enough to wrap things up, then anything more advanced would have replaced that later (maybe that would have branched? dunno but if so why not if only for a few years?)

Sorry but from what you say I still don't get why that wouldn't be feasible, the cfg saving feature works like a charm after all, and managing two sliders or three is very much within anyone's reach (when estimating and editing all by .ini is almost a skill)

Oh God if Groovy has had it like a year or two ago, even an imperfect implementation with slowdowns when the UI's up, many things would have been different, and not just for me but for many people. If somehow you decided against it back then and been preparing for the better implementation instead, then again I definitely think that was a bad choice.

All I hope is that it'll happen before DX9's gone then, but even if it does it's kind of too late for the broad pool of users, RA has taken the throne, the idiot who makes ShmupArch is the new praised hero of 'accurate and low lag' emulation, or FPGA which is all the rage. Almost no one but the remaining old tiny niche dwellers care about actual MAME or Groovy now.
Title: Re: GroovyMAME 0.222 - Switchres v0.017q
Post by: Calamity on July 01, 2020, 05:13:07 pm
That broad pool of users from the "shmup" forums are those who disable vsync anyway, so they give a sh*t about tearing and vsync_offset.

But anyway... I agree. I'm a poor sinner.

Title: Re: GroovyMAME 0.222 - Switchres v0.017q
Post by: cools on July 01, 2020, 05:28:51 pm
There are no unused buttons on a cab (and I disable config shortcuts because kids), but yeah jumping in and out of the UI isnt a problem.

Always tearing on an LCD? Is that when using frame_delay? I was messing with HLSL the other day and didnt see any tearing.

And sod the mainstream. Go read the whole 222 whatsnew.txt and tell me it doesn't blow your mind the amount of effort the devs are putting in, which they do for free. RA is a piece of fluff in comparison to the heavyweight project that MAME is!
Title: Re: GroovyMAME 0.222 - Switchres v0.017q
Post by: Anuskuss on July 02, 2020, 01:43:05 am
@Calamity Any idea why most games display the artwork just fine but Donkey Kong struggles to fill the screen? It's not a big deal but I'd like to use the full artwork and full screen if possible :)
Title: Re: GroovyMAME 0.222 - Switchres v0.017q
Post by: Calamity on July 02, 2020, 01:58:56 pm
@Calamity Any idea why most games display the artwork just fine but Donkey Kong struggles to fill the screen? It's not a big deal but I'd like to use the full artwork and full screen if possible :)

I'm not sure if I understand the issue. The option artwork_crop in GM is used to ensure that the native resolution of the game if preserved, even if this means cropping the artwork. If this is not what you want, then try disabling artwork_crop for dkong.
Title: Re: GroovyMAME 0.222 - Switchres v0.017q
Post by: Anuskuss on July 02, 2020, 05:42:04 pm
The issue is that the game + artwork (like bezels) stretches to the whole screen (well, vertically at least) in MAME while it's kinda "zoomed out" in GroovyMAME (like when you select integer scaling in others emus and the image sits small in the center). I'll try to make a screenshot later (but it basically looks like this (https://encrypted-tbn0.gstatic.com/images?q=tbn%3AANd9GcRAQB6c1ObgtomtqoH3uULjpcGROCT7mFSdHA&usqp=CAU)). Does dkong + any of Mr. Do's artworks work fine for you? If you wanna test it for yourself, set artwork_crop to 0 of course.
Title: Re: GroovyMAME 0.222 - Switchres v0.017q
Post by: R-Typer on July 08, 2020, 12:41:41 pm
I see there is ongoing project on rewriting Switchres module for groovymame. Is there any release date estimate? Are we talking weeks, several months?

Not that I complain, just curious about getting new cool features.

Big THANKS for everyone involved in this huge and awesome project!!! :D
Title: Re: GroovyMAME 0.222 - Switchres v0.017q
Post by: Calamity on July 09, 2020, 06:43:01 am
The issue is that the game + artwork (like bezels) stretches to the whole screen (well, vertically at least) in MAME while it's kinda "zoomed out" in GroovyMAME (like when you select integer scaling in others emus and the image sits small in the center). I'll try to make a screenshot later (but it basically looks like this (https://encrypted-tbn0.gstatic.com/images?q=tbn%3AANd9GcRAQB6c1ObgtomtqoH3uULjpcGROCT7mFSdHA&usqp=CAU)). Does dkong + any of Mr. Do's artworks work fine for you? If you wanna test it for yourself, set artwork_crop to 0 of course.

Hi Anuskuss. I don't use artwork here. Probably GM is using integer scaling for the game + artwork combination. Usually integer scaling is disabled when the resulting borders are too big. The reason why it's not happening there is imposible to guess without a log. You can always force fractional scaling by forcing -unevenstretch in a specific game ini.
Title: Re: GroovyMAME 0.222 - Switchres v0.017q
Post by: Calamity on July 09, 2020, 06:54:50 am
I see there is ongoing project on rewriting Switchres module for groovymame. Is there any release date estimate? Are we talking weeks, several months?

It's not officially released yet because there are some outstanding issues with legacy cards in Windows and certain subtle things to iron out yet. It would be a matter of two weeks worth of work and testing in lockdown conditions. In the current situation I'd say a few months.
Title: Re: GroovyMAME 0.222 - Switchres v0.017q
Post by: Anuskuss on July 09, 2020, 04:47:27 pm
Hi Anuskuss. I don't use artwork here. Probably GM is using integer scaling for the game + artwork combination. Usually integer scaling is disabled when the resulting borders are too big. The reason why it's not happening there is imposible to guess without a log. You can always force fractional scaling by forcing -unevenstretch in a specific game ini.

You're right, even though unevenstretch is set to 1 in my config (unevenstretchx and unevenstretchy don't preserve the aspect ratio), it only works by forcing -unevenstretch via command line. That's gotta be a bug in GroovyMAME, right? Using the identical config does work in MAME.



Looking at the log, SwitchRes sets these:
Code: [Select]
-rotate -noror -noautoror -norol -noautorol -keepaspect -nounevenstretch -nounevenstretchx -noblack_frame_insertion -syncrefresh -notriplebuffer -waitvsync -nofilter
It would be nice if one could deactivate SwitchRes entirely. I only use GroovyMAME for D3D9ex and frame_delay because I have no use for SwitchRes (on my LCD anyway).
Title: Re: GroovyMAME 0.222 - Switchres v0.017q
Post by: cools on July 10, 2020, 07:42:17 am
it only works by forcing -unevenstretch via command line. That's gotta be a bug in GroovyMAME, right? Using the identical config does work in MAME.

No. Groovy has some settings that take priority above MAME.INI. I can't find a link to the priority order at the moment but you are able to override it without needing to change your commandline.
Title: Re: GroovyMAME 0.222 - Switchres v0.017q
Post by: Calamity on July 10, 2020, 11:55:42 am
Anuskuss,

Create a blank file called raster.ini, then place unevenstretch 1 in it (only that).

Switchres takes priority over mame.ini, but every other ini has priority over Switchres.
Title: Re: GroovyMAME 0.222 - Switchres v0.017q
Post by: Anuskuss on July 10, 2020, 04:13:59 pm
@Calamity Okay, I think I understand it now. From this line
Code: [Select]
rng(0): 1920 x1080_60.000000p 0.000000 [integ] scale(5, 4, 1) diff(3.70, 5.19, -0.6061) ratio(8.571, 4.219)it seems that GM prefers integer scaling but only if the margin is small enough (in my case 5.19%). So now it enabled integer scaling but by using the artwork the output suddenly grows too big so it has to go from 4x to 3x. There's probably no way to know beforehand how big the output (game+artwork) is gonna be or to change the screen mid-game (e.g. when toggling the artwork) so I'm just gonna stick to the workaround. Thank you for your help!
Title: Re: GroovyMAME 0.222 - Switchres v0.017q
Post by: Dacasks on July 18, 2020, 09:29:11 pm
Errm, it's been a longtime since I updated GM (last version I was using was .203).

I noticed some pages behind that "low_latency" now it's a thing even in mainline...

But... what wizardry is happening now that... I can reach full speed with FD 9 (before it would take a huge performance hit and even the pitch would change), and no matter what FD number I put I get screen tearing from time to time? I still use a PC CRT
Title: Re: GroovyMAME 0.222 - Switchres v0.017q
Post by: schmerzkaufen on July 19, 2020, 04:48:25 am
The 'low latency' setting in baseline MAME is actually Calamity who managed to port something that we've been enjoying in Groovy for ages, like a decade (more or less?)
Only difference it makes for baseline MAME is that the old 1 frame discrepancy that had to do with input polling is gone, so now when using baseline with a VRR setup (or without vsync for people who still don't get that low lag vsync is Groovy's strenght) then you also get zero lag, or pcb-level lag if you prefer.
(when before MAME always added 1 more frame. I'm being redundant but deliberately b/c apparently this isn't clear at all for most ppl I've come across)

So in no way the new 'low_latency' setting Calamity coded into baseline MAME is something that can deal with reducing the full lag chain alone. It's not like baseline suddenly acquired benefits equal to the current d3d9ex and frame_delay in Groovy that have the power to shrink vsync lag along input lag to nearly nothing.

I bet mamedevs wanted to name the new option something rather impressive, so end users would misunderstand a bit (and they bloody did), be content and stop bothering devs with that topic for a while.
Or knowing their way of thinking if you ask questions the reply will be something like "About lag in MAME; see 'we' have just dealt with it. Any delay your system produces is not our business, case closed".

PS: 'getting frame_delay 9' but not telling with what ini/display/drivers etc settings...er...you know that's ¯\(°_o)/¯. The symptoms could mean a ton of things.
Often witnessed : ppl get a LCD or PC CRT, set up Groovy wrong and frame_delay is not actually working, there's no extra system load they can perceive (hence the easily reached 9), there is always tearing, and the lag isn't actually taken care of.
They are in fact not experiencing GroovyMAME period (and some who don't comprehend why then curse this build around)
PS2: tearing also happens when it is working (to make thing more confusing lol) but it's normal and more or less visible on screen depending on a variety of parameters (pc hardware, settings, options, display, etc) and it's meant to be dealt with using the vsync_offset setting, per-game (or per-system) using dedicated .ini files you create and drop in the ini folder. There is no way around that, people often chose to ignore that crucial part, well again skipping it is actually not experiencing GM (or nowhere near its full potential).
PS3: until Calamity & Co. are done with a long dev job they've been doing in the background, Groovy remains a build for advanced users, as it requires thorough compliance to its requirements, which are legion since they change depending on the kind of setup used/built.
PS4: don't really know where this is going, but a lot could change in a year or two, then Groovy will become MUCH more accessible. There will still be a lot to configure if you want a proper Hz-accurate CRT or LCD setup of course, but compared to the current implementation using frame_delay could become a breeze, no more struggling with manual a vsync_offset that people don't understand anyway. With that even in basic configurations (without Hz accuracy) users could finally begin to enjoy Groovy without needing to graduate from Mame-Groovy-University first.
Title: Re: GroovyMAME 0.222 - Switchres v0.017q
Post by: Dacasks on July 19, 2020, 09:31:27 am
The 'low latency' setting in baseline MAME...

Hm.

Yeah, okay, here's the thing: I use an old version (.203), with exact same settings, copied line by line but keeping new settings like, low_latency, for obvious reasons... and the behavior is different. If I use the same Ini in 203, it works. Now it doesn't.

So, something has changed, of course. I never had to mess with vsync_offset before, so it's set to 0. I know a "Log" would be great but... I thought it was something easier to figure out, something like "ahhh no no, since version X the thing now you need to... mess around with the Y setting. Sorry".
I don't care much about newer versions to be honest, the last one I cared was that one that Sunset Riders was fixed and.. the Namco System 22 games became more polished and got a performance increase.

Mame is getting heavier each version for emulating Tiger Handheld mini games for some years now, so... nobody gives s* about AT&T green phosphor terminals, I don't know why these guys care about that when there are tons of arcades still needing polishing, but...
it's great already, won't change much I guess.

So... I'm sorry. For anything.

**** Nvm, apparently manage to fix it by... doing... I don't know. I deleted some folders, notably the INI folder (even if wasn't being used anymore), and... cfg folders... now it works.
Title: Re: GroovyMAME 0.222 - Switchres v0.017q
Post by: Recapnation on July 19, 2020, 01:05:23 pm
I don't care much about newer versions to be honest, the last one I cared was that one that Sunset Riders was fixed

Sunset Riders is not "fixed", though?

https://mametesters.org/view.php?id=03644
Title: Re: GroovyMAME 0.222 - Switchres v0.017q
Post by: cools on July 19, 2020, 01:27:12 pm
The 'low latency' setting in baseline MAME...

Hm.

Yeah, okay, here's the thing: I use an old version (.203), with exact same settings, copied line by line but keeping new settings like, low_latency, for obvious reasons... and the behavior is different. If I use the same Ini in 203, it works. Now it doesn't.

So, something has changed, of course. I never had to mess with vsync_offset before, so it's set to 0. I know a "Log" would be great but... I thought it was something easier to figure out, something like "ahhh no no, since version X the thing now you need to... mess around with the Y setting. Sorry".
I don't care much about newer versions to be honest, the last one I cared was that one that Sunset Riders was fixed and.. the Namco System 22 games became more polished and got a performance increase.

Mame is getting heavier each version for emulating Tiger Handheld mini games for some years now, so... nobody gives s* about AT&T green phosphor terminals, I don't know why these guys care about that when there are tons of arcades still needing polishing, but...
it's great already, won't change much I guess.

So... I'm sorry. For anything.

**** Nvm, apparently manage to fix it by... doing... I don't know. I deleted some folders, notably the INI folder (even if wasn't being used anymore), and... cfg folders... now it works.

222 has an overall performance improvement worth having. And from 203-222... maybe thousands of fixes and new stuff on the arcade side.
Title: Re: GroovyMAME 0.222 - Switchres v0.017q
Post by: josete2k on August 04, 2020, 10:37:41 am
Hi, in 0.222 mame team made some changes in simpsons driver (clock and other minor fixes) can these changes affect to groovymame?
Title: Re: GroovyMAME 0.222 - Switchres v0.017q
Post by: Doozer on August 06, 2020, 02:10:34 pm

Hi Folks,

I have just uploaded the Linux GM 0.223 binary (based on 17q).

Enjoy!
Title: Re: GroovyMAME 0.223 - Switchres v0.017q
Post by: Calamity on August 10, 2020, 05:55:29 am
GroovyMAME 0.223 is out!
Title: Re: GroovyMAME 0.223 - Switchres v0.017q
Post by: R-Typer on August 10, 2020, 09:39:37 am
yaay! :D
Title: Re: GroovyMAME 0.223 - Switchres v0.017q
Post by: lettuce on August 10, 2020, 04:13:00 pm
So how does one set up Frame Delay correctly when using a LCD display?

I tried Frame Delay 2, but im getting screen tearing, i know you are supposed to use sync delay to remove the tearing but whatever setting i use doesn't seem to remove the tearing?
Title: Re: GroovyMAME 0.223 - Switchres v0.017q
Post by: schmerzkaufen on August 12, 2020, 06:52:52 am
It's called vsync_offset, and that's not the only thing to consider. From here I'd normally engage in asking the many questions that logically stem to help you configure your setup properly and achieve the expected results...
...but no, I won't say more on the topic, I don't do that anymore. O boi, never again. Sorry.  ;)

Related general directions and superficial tips are still ok though, my main recommendation would be: if you google well you'll probably find like 10 posts describing in parts, sometimes in details, 'how to proper Groovy on flat panels; settings monogatari', here and on shmupsfarm.
With that and the official guides on eiusdemmodi you should manage.

Or you wait (how long idk, ask Calamity) for the day Groovy will supposedly receive a long theorized essential update that should make the experience on typical flat panels infinitely easier and therefore finally accessible to non-expert users.
Alternatively just go Gsync/Freesync, just stating the obvious. ^^
Title: Re: GroovyMAME 0.223 - Switchres v0.017q
Post by: Sociopathos on August 28, 2020, 12:19:39 pm
Trying to compile the 224 version source code, however theres an error preventing it from patching it.
Title: Re: GroovyMAME 0.224 - Switchres v0.017r
Post by: Calamity on September 04, 2020, 01:05:03 pm
GroovyMAME 0.224 is out!

What's new in Switchres v0.017r (September 2020)

- (Windows) Added v-sync offset slider. Used for removing static tearing when using frame delay. Valid values: 0-512.
Title: Re: GroovyMAME 0.224 - Switchres v0.017r
Post by: R-Typer on September 04, 2020, 01:27:39 pm
Thanks Calamity!
Title: Re: GroovyMAME 0.224 - Switchres v0.017r
Post by: Recapnation on September 04, 2020, 06:38:51 pm
You forgot the line "now even more user-friendly".
Title: Re: GroovyMAME 0.224 - Switchres v0.017r
Post by: cools on September 05, 2020, 03:44:31 am
Now you just need to make logging the default behaviour and -nolog commandline only ;)

Thanks, will have a play later!
Title: Re: GroovyMAME 0.224 - Switchres v0.017r
Post by: tom5151 on September 05, 2020, 01:53:55 pm
Thanks @Calamity.
@b4nd1t0 do you plan to continue sharing your build ?

Envoyé de mon GM1910 en utilisant Tapatalk

Title: Re: GroovyMAME 0.222 - Switchres v0.017q
Post by: vicosku on September 06, 2020, 10:36:32 pm
GroovyMAME 0.222 is out!

What's new in Switchres v0.017q (June 2020)

- Improved black frame insertion, as per Blur Busters (http://forum.arcadecontrols.com/index.php/topic,162926.msg1715748.html) request. Option -black_frame_insertion (-bfi) now takes an integer that means the number of black frames to insert after the visible frame:
  - For 120 Hz, use -bfi 1
  - For 180 Hz, use -bfi 2
  - etc.

Hi There. Did something change with this option? It works in v222 and the earlier test version, but not in v223 or v224. It just says "Error: unknown option: 3" when I use -bfi 3 like before. This is with the versions from the download site listed on page 1. Thanks!
Title: Re: GroovyMAME 0.224 - Switchres v0.017r
Post by: schmerzkaufen on September 07, 2020, 01:19:13 am
Now you just need to make logging the default behaviour and -nolog commandline only ;)
I've suggested that once even to mamedev but was told it's not possible, don't remember why but maybe it was bc sound needs to be off or something. Maybe not the sole issue.

On other 'things left' there's changing the CPU slider to % with decimals or even MHz like you suggested, something like that. Although of course it's just a bonus (suggested to mamedev but ignored, CPU OC is a bit taboo!)

Anyway congratulations for the new slider, that was unexpected so soon. I have of course a lot to report, as a consequence of it makes it that it goes even beyond expectations, but what I say doesn't matter anymore now that feature's here. So enjoy, people.
Title: Re: GroovyMAME 0.224 - Switchres v0.017r
Post by: b4nd1t0 on September 07, 2020, 10:02:47 am
Thanks @Calamity.
@b4nd1t0 do you plan to continue sharing your build ?

Envoyé de mon GM1910 en utilisant Tapatalk
Yes, I haven't much time lately, i think I will be able to compile the last release soon

Sent from the sixth floor

Title: Re: GroovyMAME 0.222 - Switchres v0.017q
Post by: Calamity on September 07, 2020, 12:44:02 pm
Hi There. Did something change with this option? It works in v222 and the earlier test version, but not in v223 or v224. It just says "Error: unknown option: 3" when I use -bfi 3 like before. This is with the versions from the download site listed on page 1. Thanks!

You're right, my mistake. The feature got lost between updates. Will fix it for next iteration. Thanks for reporting it.
Title: Re: GroovyMAME 0.224 - Switchres v0.017r
Post by: Rupert H on September 07, 2020, 03:48:52 pm
Thanks @Calamity.
@b4nd1t0 do you plan to continue sharing your build ?

Envoyé de mon GM1910 en utilisant Tapatalk
Yes, I haven't much time lately, i think I will be able to compile the last release soon

Sent from the sixth floor

I would be hugely grateful for this too. I always use your build.  :)

Huge thanks to Calamity too for the incredible work.
Title: Re: GroovyMAME 0.224 - Switchres v0.017r
Post by: Swainy on September 07, 2020, 04:51:44 pm
Guys, I’ve just upgraded from version 0.180 to 0.224 and I use a 31khz arcade monitor and I’ve always found the picture a bit too sharp so I usually have HLSL switched on and have scanlines set at 0.25 via the mame.ini file.

Anyway, although I can adjust them via the slider in groovymame they revert back to 0.50 each time I load groovymame up. Is there a way to I can adjust them so they stay at 0.25?

Cheers
Title: Re: GroovyMAME 0.224 - Switchres v0.017r
Post by: R-Typer on September 08, 2020, 09:37:31 am
Thanks @Calamity.
@b4nd1t0 do you plan to continue sharing your build ?

Envoyé de mon GM1910 en utilisant Tapatalk
Yes, I haven't much time lately, i think I will be able to compile the last release soon

Sent from the sixth floor

Thank you b4nd1t0
Title: Re: GroovyMAME 0.224 - Switchres v0.017r
Post by: Swainy on September 09, 2020, 12:09:23 pm
Hi all. Can anyone tell me how to save changes that I make with the slider controls please?
Title: Re: GroovyMAME 0.224 - Switchres v0.017r
Post by: cools on September 09, 2020, 02:57:56 pm
You'll need to edit the raster HLSL preset ini file to permanenrly fix the scanlines.
Title: Re: GroovyMAME 0.224 - Switchres v0.017r
Post by: Swainy on September 09, 2020, 04:48:33 pm
Cool, I take it that I can make other HLSL adjustments by creating a raster.ini file?
Title: Re: GroovyMAME 0.224 - Switchres v0.017r
Post by: cools on September 10, 2020, 12:03:23 pm
You should already have one in the hlsl presets folder.
Title: Re: GroovyMAME 0.224 - Switchres v0.017r
Post by: Crisis on September 13, 2020, 06:46:46 am
@Calamity

Hello,

Firstly, I'm an arcade enthousiast, having some arcade cabinets and using Groovymame for years. For your great work : THANK YOU !
(and sorry for my english, I'm french)

So, I'm facing a problem with GroovyMame 224.
I used Groovymame 0.171 32bit (which is perfectly working) from is release to present day and I decided to finally upgrade Mame on my cabinets.
I've download and properly installed GM224 but switchres seems not working properly. Whatever I try into mame.ini or into game.ini files, results are the same : all games start into desktop 640x480 resolution.
Mame.ini (171 and 224) are configured as the same way (see attached files for the log file and for the mame.ini file).
My configuration is Win764 sp1, Arcadevga3000, CRT15khz monitor.
Whatever the version I use (171 working or 224 not working), Mame returns : "Failed saving registry entry DALDTMCRTBCD{720x480x0x59}" where {} depends on the resolution choosen by switchres, of course.

Do you have any idea about this problem and could you help me please ?

Kind regards
Title: Re: GroovyMAME 0.224 - Switchres v0.017r
Post by: Crisis on September 13, 2020, 07:15:20 am
And find attached the log file of the working 0.171 (may be it could help)...
Title: Re: GroovyMAME 0.224 - Switchres v0.017r
Post by: Calamity on September 13, 2020, 08:51:24 am
Hi Crisis,

Try disabling refresh_dont_care
Title: Re: GroovyMAME 0.224 - Switchres v0.017r
Post by: Crisis on September 13, 2020, 02:48:54 pm
Hi Calamity,

Refresh_dont_care disabled and tested : same result. It does'nt work. =P
Log file attached to help.
Title: Re: GroovyMAME 0.224 - Switchres v0.017r
Post by: Swainy on September 14, 2020, 01:26:09 am
Cool, I take it that I can make other HLSL adjustments by creating a raster.ini file?

Thanks for that, all sorted!
Title: Re: GroovyMAME 0.224 - Switchres v0.017r
Post by: Calamity on September 15, 2020, 03:46:57 am
Hi Calamity,

Refresh_dont_care disabled and tested : same result. It does'nt work. =P
Log file attached to help.

You also need to run GM with admin rights (since your AVGA 3000 is recognized as a legacy card).
Title: Re: GroovyMAME 0.224 - Switchres v0.017r
Post by: schmerzkaufen on September 15, 2020, 04:39:56 am
BTW vsync_offset slider works wonders, but apparently doesn't save in .cfg's
Meaning every new session user has to redo all the vsync_offset settings.

Which is kind of a problem since there are various needed, i.e while a majority of emulated hardwares will be fine with one value, e.g. neogeo needs a different one.
Also, when setting various postprocessing options, yet more different values are needed.

Currently the only way to 'save' the several various vsync_offset values then, is to go back to making individual gamename.ini files

-

PS: for users who find the sliders too slow (like CPU% and vsync_offset) remember you can speed'em up by pressing CTRL simulataneously.
Title: Re: GroovyMAME 0.224 - Switchres v0.017r
Post by: Calamity on September 15, 2020, 05:25:59 am
In my tests here the slider did get saved, that's the first thing I tried, I'll check again anyway.
Title: Re: GroovyMAME 0.224 - Switchres v0.017r
Post by: Crisis on September 15, 2020, 05:36:28 am
Hi Calamity,

Refresh_dont_care disabled and tested : same result. It does'nt work. =P
Log file attached to help.

You also need to run GM with admin rights (since your AVGA 3000 is recognized as a legacy card).

GM is started from the administrator session, yes. Have I to do something specific more ?
The thing that I don't understand is that GM171 is perfectly working, switching normally resolutions and GM224 doesn't...
Title: Re: GroovyMAME 0.224 - Switchres v0.017r
Post by: Calamity on September 15, 2020, 05:58:11 am
GM is started from the administrator session, yes. Have I to do something specific more ?
The thing that I don't understand is that GM171 is perfectly working, switching normally resolutions and GM224 doesn't...

Forget about admin rights. The reason 171 works is because error checking was more relaxed at that time. Now any error forces switchres off. I think setting modeline_generation 0 in mame.ini should fix your issue.
Title: Re: GroovyMAME 0.224 - Switchres v0.017r
Post by: Calamity on September 15, 2020, 06:02:59 am
@schmerzkaufen

The vsync-offset is correctly saved on my end:

Code: [Select]
<?xml version="1.0"?>
<!-- This file is autogenerated; comments and unknown tags will be stripped -->
<mameconfig version="10">
    <system name="sfa3">
        <counters>
            <coins index="0" number="6" />
        </counters>
        <sliders>
            <slider desc="Frame Delay" value="8" />
            <slider desc="V-Sync Offset" value="25" />
        </sliders>
    </system>
</mameconfig>

Launching the same game again after having modified the slider shows the correct value is restored.
Title: Re: GroovyMAME 0.224 - Switchres v0.017r
Post by: schmerzkaufen on September 15, 2020, 06:22:44 am
Probably a false alarm nevermind.
Title: Re: GroovyMAME 0.224 - Switchres v0.017r
Post by: b4nd1t0 on September 15, 2020, 01:57:56 pm
Thanks @Calamity.
@b4nd1t0 do you plan to continue sharing your build ?

Envoyé de mon GM1910 en utilisant Tapatalk
Yes, I haven't much time lately, i think I will be able to compile the last release soon

Sent from the sixth floor

Thank you b4nd1t0
nonag ready, usual places

Sent from the sixth floor

Title: Re: GroovyMAME 0.224 - Switchres v0.017r
Post by: Crisis on September 15, 2020, 09:17:53 pm
GM is started from the administrator session, yes. Have I to do something specific more ?
The thing that I don't understand is that GM171 is perfectly working, switching normally resolutions and GM224 doesn't...

Forget about admin rights. The reason 171 works is because error checking was more relaxed at that time. Now any error forces switchres off. I think setting modeline_generation 0 in mame.ini should fix your issue.

You're right, it solved my problem !!! =D
HUGE THANKS !

I guess the responsible is the ArcadeVGA 3000 and his locked video modes... !?
Title: Re: GroovyMAME 0.224 - Switchres v0.017r
Post by: schmerzkaufen on September 16, 2020, 02:46:28 am
Probably a false alarm nevermind.

Wait, I didn't completely imaghine it after all.

If for instance you happen to launch a neogeo game using a different BIOS : it will erase the vsync_offset entry in the gamename.cfg
Title: Re: GroovyMAME 0.225 - Switchres v0.017s
Post by: Calamity on October 01, 2020, 04:19:55 am
What's new in Switchres v0.017r (October 2020)

- (github) Added script for automatic builds (Substring).

- Re-added -black_frame_insertion features from v0.017q, that had been accidentally removed.

- (Linux) Hide v-sync offset slider (not implemented yet)

------------------------

Starting from this version, the release process has been automated thanks to Substring's work on github. Now you can get both Windows and Linux binaries directly from github, under the Releases section (https://github.com/antonioginer/GroovyMAME/releases).

For some versions yet, I'll keep uploading the binaries to Google Drive too, but since I'm running out of space in there and now we have automatic builds, github will be the place to get the release packages in the near future.
Title: Re: GroovyMAME 0.226 - Switchres v0.017s
Post by: Calamity on October 29, 2020, 04:18:13 am
GroovyMAME 0.226 is out!
Title: Re: GroovyMAME 0.226 - Switchres v0.017s
Post by: RobeeJ on October 29, 2020, 06:26:47 am
Thank you!!!! 💜
Title: Re: GroovyMAME 0.226 - Switchres v0.017s
Post by: R-Typer on October 29, 2020, 09:29:08 am
thanks Calamity!!!!
Title: Re: GroovyMAME 0.226 - Switchres v0.017s
Post by: schmerzkaufen on October 31, 2020, 08:23:17 am
Has HLSL been broken for some time or is it just me ?

keeps crashing 0.226, but also 225, 224...

Works fine back to 223.

Might have happened with the introduction vsync_offset (?)
Didn't notice earlier bc I've been on my laptop for a while and usually I don't use HLSL on it.
Here just tried and nope, every time I launch a game with HLSL on; it crashes.
Title: Re: GroovyMAME 0.226 - Switchres v0.017s
Post by: Calamity on October 31, 2020, 10:48:35 am
Has HLSL been broken for some time or is it just me ?

keeps crashing 0.226, but also 225, 224...

Works fine back to 223.

Might have happened with the introduction vsync_offset (?)
Didn't notice earlier bc I've been on my laptop for a while and usually I don't use HLSL on it.
Here just tried and nope, every time I launch a game with HLSL on; it crashes.

Thanks for posting this. Confirmed here. The problem is some required folders are missing in the automatic build system we use now. We'll fix it.

By now, you can just copy the hlsl folder from baseline MAME to your GM folder, and it should work.
Title: Re: GroovyMAME 0.226 - Switchres v0.017s
Post by: u-man on October 31, 2020, 10:50:43 am
What did they change for HLSL that we need "new" folders ?
Title: Re: GroovyMAME 0.226 - Switchres v0.017s
Post by: Calamity on October 31, 2020, 10:57:12 am
What did they change for HLSL that we need "new" folders ?

Nothing. The hlsl folder has always been required. It's just that our last zips didn't include it by mistake.
Title: Re: GroovyMAME 0.226 - Switchres v0.017s
Post by: schmerzkaufen on October 31, 2020, 12:42:36 pm
Ok copying the folder sure works, thanks.

--

Would it be possible to push vsync_offset further than 512 ? or is it a technical limit ?

Example; say I play a game on a low end system, with frame_delay pretty low (1~2~3), turn HLSL on (no bloom, no 3D LUT)

Well, the game runs 100% stable up to f_d 3, though since the system is weak a lot of vsync_offset is required in this situation because of HLSL adding its own weight.

SO I drop f_d down to 1 to save as much processing time as possible, and pour in lots of vsync_offset up to the 512 max, but tearing is still visible at the top of the screen.

In short; it feels like a 50 or 100 more vsync_offset would take care of it, and the system would still handle it without any framerate drops.

I know it is already weird that a low end system requires to use some arbitrary vsync_offset level from the start when using any level of frame_delay,
but it would also seem [speculation] that pushing unhealthy levels of vsync_offset would actually be beneficiary in these particular cases (to compensate heavily for post-processing)

Of course on a decent PC you wouldn't need nor recommend that, I know but heh...


--

EDIT: wait, no need to confirm if it's possible or not, because I have forced more vsync_offset through the .cfg, and it turned out just as I expected;
Pushing to 550~600 while staying on frame_delay 1, I was able to fully eliminate the tearing while using HLSL (also added a png on top to test some more weight), and that didn't have too much impact since the framerate stayed a solid 100%.

I suggest you change the slider to a greater upper limit in a future update. Why not 768 or 1024 ? after all "low-end yet with very high-res display" systems are common these days. Extra-broad adjustment sliders and knobs might sound nuts but the machines that are sold on the mass market aren't all very rational anyways.


PS: Also this is yet another occasion to spam my complaint about the CPU% slider as it appears in the UI; it really needs to show decimals like this: 00,0% (instead of just 00% which is too imprecise to really profit from the feature's actual granularity)
I'll keep pestering you and mamedev about it, forever.  :P
Title: Re: GroovyMAME 0.226 - Switchres v0.017s
Post by: Calamity on October 31, 2020, 01:36:58 pm
The 512 limit is arbitrary (just a reasonable 2^ figure). What vertical resolution has your low end system? Is that 768?
Title: Re: GroovyMAME 0.226 - Switchres v0.017s
Post by: schmerzkaufen on October 31, 2020, 01:40:28 pm
The 512 limit is arbitrary (just a reasonable 2^ figure). What vertical resolution has your low end system? Is that 768?
900

I've seen a little more expensive ones with the same 'guts' if not weaker, sport a Full-HD display.

Manufacturers just don't care in this segment (few hundred €), expecting the customers for such hardware will just browse and watch youtube or something.

(I know broke ppl who only game with that tho, am just thinking of them *sob*)
Title: Re: GroovyMAME 0.226 - Switchres v0.017s
Post by: Calamity on October 31, 2020, 01:52:46 pm
Vsync offset reduces frame delay performace, by a proportion of the amount of lines it represents.

E.g. for your 900 vertical resolution, -fd 5 means you break at line 450 (aprox). vsync_offset substracts a number of lines to that value, e.g. in your case, -fd 5 -vsync_offset 90 would be equivalent in latency to -fd 4.

This also means that the highest vsync offset value for -fd 5 would be 450. For -fd 3, it'd be 270, etc. (this is an aproximation, I'm not counting the blanking lines, you get the idea).

Anyway, it may still be benefitial as a way to bypass the frame queue, that's all.

Title: Re: GroovyMAME 0.226 - Switchres v0.017s
Post by: schmerzkaufen on October 31, 2020, 02:02:14 pm
Sure, that's the point. It's only useful in a case scenario such as I described.

You're already at a point where 'all you get' is bypassing the frame queue (frame_delay 1 or barely more like 2 or 3)

But being on a flat panel you might want to sacrifice a bit of the lag reduction to - in exchange - dedicate some of your system's time to post-processing like HLSL.

This way you benefit from all the enhancements together at the same time, despite using a weak system.
Not frame_delay at its best, but still.

This is what breaking beyond the 512 limit allows, but of course the slider not allowing that makes adjusting manually the .cfg a bit tedious.
Of course, maybe if there was a possibility to make that slider limitation removal optional, well that'd be good, but that'd also be maybe way more complex to put in place.

PS: anyway without HLSL and using the uglier simple filter and/or png effects instead, I can afford only frame_delay 3 either, so you see which scenario is the greater benefit, many if not most of the low-end PC users in this case will chose frame_delay 1 with HLSL (over 3 with ugliness)
Title: Re: GroovyMAME 0.226 - Switchres v0.017s
Post by: Kasher_CS on November 03, 2020, 01:29:14 pm
Hy, I need to disconnect all my monitors before using this or my CRT does not switch resolution.
How do I fix? I attached a log file and my MAME INI.
My graphics cards are HD5450 and GTX1060 on Linux.
Title: Re: GroovyMAME 0.226 - Switchres v0.017s
Post by: Substring on November 04, 2020, 08:28:56 am
Linux only switchres on the 1st monitor, that's why.
Title: Re: GroovyMAME 0.226 - Switchres v0.017s
Post by: Swainy on November 05, 2020, 02:13:47 pm
Guys, I’m using 0.224 and each time I go into Mame, Tripple Buffering is switched off despite me switching it on and saving settings. Any ideas?
Title: Re: GroovyMAME 0.226 - Switchres v0.017s
Post by: Calamity on November 05, 2020, 04:42:37 pm
Maybe you have -autosync enabled. This option handles syncrefresh/triplebuffer itself.
Title: Re: GroovyMAME 0.226 - Switchres v0.017s
Post by: Swainy on November 06, 2020, 01:31:57 am
Cool, I’ll take a look.
Title: Re: GroovyMAME 0.226 - Switchres v0.017s
Post by: Swainy on November 06, 2020, 03:00:42 pm
Maybe you have -autosync enabled. This option handles syncrefresh/triplebuffer itself.

Do you recommend that auto sync should be enabled?

Also is groovymame 0.223 still available? Only AstroBlaster ran fine in that build but runs very slow from 0.224 onwards.
Title: Re: GroovyMAME 0.226 - Switchres v0.017s
Post by: schmerzkaufen on November 15, 2020, 11:32:05 am
900

@C : I gave it another try with an external 1920x1080 monitor this time.

Without surprise very limited possibilities. It would be preposterous to hope to combine heavy post processing with frame_delay and vsync_offset on that output resolution, using such a low end machine and see things go smoothly (i.e laptop i3-4030u, 820m)

Still, I could achieve tear-free (or almost) 1~3 frame_delay if using only classic options such as filter, prescale, and png effects, instead of HLSL.
Though even with such simplistic post-processing I had to push vsync_offset near 600 (or even a little more), which barely took care of the tearing, and anywhere beyond that level wouldn't help anymore apparently.

I think in a similar hardware+display configuration this 600 is the exteme ceiling, so much that the sane reaction to anyone with a similarly-performing PC should be "for 1080p get a better machine anyway"
And there I've tested only CPS and neogeo games which aren't too heavy systems.

For the 900p integrated display of before, vsync_offset up to ~590 was actually useful, allowing the use of HLSL with complete stabilization of f_delay 1~3
(more often 1 than 3 TBH)

So, maybe changing the slider limit to 600 or something would be a sound thing, maybe not, I don't know.

This is just complementary 'FYI' material, my purpose was to test lower end limits scenarios for flat panel users, somehow, though this is obviously no thorough benchmarking since it was done with only one low end PC, two displays, and a couple MAME drivers...
(this is pretty much the situation a non-negligible amount of users are in though, say, the casual/broke but who still wanna get a tatse of a little better emulation, so it's not unrealistic testing either)
Title: Re: GroovyMAME 0.226 - Switchres v0.017s
Post by: Calamity on January 04, 2021, 08:01:55 am
Happy new year!

We have a new version of GM, based on MAME 0.227, available in github (https://github.com/antonioginer/GroovyMAME/releases).

This is the first public release of GM based on Switchres 2.0, a major redesign of our custom video library we've been working on for the whole last year. It has important new features that I'll talk about in the new thread I'm preparing.

Although this version is intended to completely replace current GM based on Switchres 0.xxx, we know that bugs may exist, so we'll probably keep releasing the "legacy" GM here for some versions yet, depending on how things go.

Title: Re: GroovyMAME 0.226 - Switchres v0.017s
Post by: R-Typer on January 04, 2021, 08:51:42 am
Thank you Calamity! Cant wait to try all the new features of the new Switchres! Happy New Year!!!!
Title: Re: GroovyMAME 0.226 - Switchres v0.017s
Post by: wp34 on January 04, 2021, 09:28:43 am
Thanks Calamity!
Title: Re: GroovyMAME 0.226 - Switchres v0.017s
Post by: b4nd1t0 on January 04, 2021, 12:44:49 pm
Great, thank you!

Inviato dal mio EML-L09 utilizzando Tapatalk

Title: Re: GroovyMAME 0.226 - Switchres v0.017s
Post by: pmc3 on January 05, 2021, 01:44:59 am
Happy new year!

HNY and thanks. Just one question: no patch files (https://drive.google.com/drive/folders/0B5iMjDor3P__aEFpcVNkVW5jbEE) this time?
Title: Re: GroovyMAME 0.226 - Switchres v0.017s
Post by: Calamity on January 05, 2021, 05:07:02 am
HNY and thanks. Just one question: no patch files (https://drive.google.com/drive/folders/0B5iMjDor3P__aEFpcVNkVW5jbEE) this time?

Yeah, I'll post a patch for GM-SR 0.017s, as usual, I just haven't had the time. With regards to the new versión (SR 2.0), I'm not sure if posting a patch is the best way, since the project is now hosted on github...
Title: Re: GroovyMAME 0.226 - Switchres v0.017s
Post by: xbrunox on January 05, 2021, 05:14:01 am
does switch res 2.0 works with BGFX? if I set BGFX in video options groovymame doesn't start.
Title: Re: GroovyMAME 0.226 - Switchres v0.017s
Post by: Calamity on January 05, 2021, 05:40:41 am
does switch res 2.0 works with BGFX? if I set BGFX in video options groovymame doesn't start.

Windows or Linux?

EDIT: Sorry, the following folders are missing in the automatic package, you need to add them: artwork, bgfx, hlsl, plugins, samples.

I'll fix that later. Anyway, bgfx isn't fully supported yet. You'll need to use the new -modesetting option with it, and GM's sync features are only implemented in -video d3d (Windows) and -video opengl (Linux).
Title: Re: GroovyMAME 0.226 - Switchres v0.017s
Post by: haynor666 on January 05, 2021, 06:11:47 am
HNY and thanks. Just one question: no patch files (https://drive.google.com/drive/folders/0B5iMjDor3P__aEFpcVNkVW5jbEE) this time?

Yeah, I'll post a patch for GM-SR 0.017s, as usual, I just haven't had the time. With regards to the new versión (SR 2.0), I'm not sure if posting a patch is the best way, since the project is now hosted on github...

I would like to keep patch files as I still patching source files with Your files, no nag and my personal fixes/mids ;)
Title: Re: GroovyMAME 0.226 - Switchres v0.017s
Post by: Calamity on January 05, 2021, 06:23:59 am
I would like to keep patch files as I still patching source files with Your files, no nag and my personal fixes/mids ;)

You can use git:

Code: [Select]
git clone --single-branch --branch groovymame0227 https://github.com/antonioginer/GroovyMAME.git
Then apply your own patches and make. I think it's easier.
Title: Re: GroovyMAME 0.226 - Switchres v0.017s
Post by: xbrunox on January 05, 2021, 09:46:06 am
does switch res 2.0 works with BGFX? if I set BGFX in video options groovymame doesn't start.

Windows or Linux?

EDIT: Sorry, the following folders are missing in the automatic package, you need to add them: artwork, bgfx, hlsl, plugins, samples.

I'll fix that later. Anyway, bgfx isn't fully supported yet. You'll need to use the new -modesetting option with it, and GM's sync features are only implemented in -video d3d (Windows) and -video opengl (Linux).


And what are the modesettings options? I have a multy system monitor... With one crt and one lcd and I want use shaders only on my lcd
Title: Re: GroovyMAME 0.226 - Switchres v0.017s
Post by: Calamity on January 05, 2021, 10:56:06 am
I've re-uploaded the Windows package with all folders included. Now it should work.

And what are the modesettings options? I have a multy system monitor... With one crt and one lcd and I want use shaders only on my lcd

-modesetting

It's a new option. I'll talk about it in the new thread. However, if you're in Windows and targeting an LCD you don't need it. You should be able to use -video bgfx -monitor lcd just fine.
Title: Re: GroovyMAME 0.226 - Switchres v0.017s
Post by: xbrunox on January 06, 2021, 04:11:19 am
Hi Calamity here a screen of my config. One 15 kHz crt and one LCD with bezel and shaders. Is normal that gmame don't save what I set for non integer scale for screen 1 (my LCD) and every time that I start the roms I must reconfig it?
Title: Re: GroovyMAME 0.226 - Switchres v0.017s
Post by: Calamity on January 06, 2021, 05:33:00 am
Hi Calamity here a screen of my config. One 15 kHz crt and one LCD with bezel and shaders. Is normal that gmame don't save what I set for non integer scale for screen 1 (my LCD) and every time that I start the roms I must reconfig it?

Yes, it's normal because GM only saves sliders, and those are not. Those options have just been added to baseline in 227. The underlying problem is that MAME options apply to all screens, so you can't have integer scaling on one screen and fractional on the other.
Title: Re: GroovyMAME 0.226 - Switchres v0.017s
Post by: xbrunox on January 06, 2021, 05:57:35 am
Ok... Seems I fixed the issue giving a fixed resolution in mame. Ini to screen 1 resolution (lcd)
Title: Re: GroovyMAME 0.226 - Switchres v0.017s
Post by: ronbin on January 08, 2021, 08:47:49 am
Hi Calamity

I've downloaded latest github release and tried wrally rom. Video is "stretched", don't know why.
I've compiled the code myself and tried same rom. Video is perfect.
See this video
https://www.dropbox.com/s/9slxwqrx2mc7a3t/VID_20210108_142840.3gp?dl=0

Previous github release (0226) worked fine.
I'm attaching two files: vrally_me.txt is from my compiled binary and vrally_call.txt is from your github release.

EDIT: Reading the attached logs, it seems that I've compiled previous version... ^_^U
Title: Re: GroovyMAME 0.226 - Switchres v0.017s
Post by: Calamity on January 08, 2021, 10:26:14 am
@ronbin,

For some reason GM is not detecting X and is resorting to DRMKMS, which doesn't work yet. I see you're not using GA, can you think of any reason why GM is not detecting X?
Title: Re: GroovyMAME 0.226 - Switchres v0.017s
Post by: ronbin on January 08, 2021, 11:22:51 am
No idea. I'm using a minimal debian installation with xfce (apt-get --no-install-recommends xorg xfce4). Maybe I need to install some extra package?
How does GM check if X is installed?
Title: Re: GroovyMAME 0.226 - Switchres v0.017s
Post by: Calamity on January 08, 2021, 11:54:39 am
No idea. I'm using a minimal debian installation with xfce (apt-get --no-install-recommends xorg xfce4). Maybe I need to install some extra package?
How does GM check if X is installed?

GM now looks for libX11.so, for some reason it's not found, probably an environment issue.
Title: Re: GroovyMAME 0.226 - Switchres v0.017s
Post by: ronbin on January 08, 2021, 12:23:15 pm
I've installed "xorg-dev" package and now everything works as expected.

Thanks for your help!
Title: Re: GroovyMAME 0.226 - Switchres v0.017s
Post by: Calamity on January 08, 2021, 12:27:41 pm
I've installed "xorg-dev" package and now everything works as expected.

Thanks for your help!

Aah, interesting. Thanks for posting this.
Title: Re: GroovyMAME 0.226 - Switchres v0.017s
Post by: Paradroid on January 08, 2021, 06:32:31 pm
I'll talk about it in the new thread.

I'm so impatient to hear about the updates! Keep checking but the "new thread" hasn't emerged yet?!

Sent from my SM-G988B using Tapatalk

Title: Re: GroovyMAME 0.226 - Switchres v0.017s
Post by: Calamity on January 09, 2021, 04:54:02 am

I'm so impatient to hear about the updates! Keep checking but the "new thread" hasn't emerged yet?!

Sent from my SM-G988B using Tapatalk

Hi! Yes, here we first deliver, then we advertise. Sorry for the delay, hopefully this weekend I can focus on the writeup.
Title: Re: GroovyMAME 0.226 - Switchres v0.017s
Post by: haynor666 on January 09, 2021, 05:17:18 am
I would like to keep patch files as I still patching source files with Your files, no nag and my personal fixes/mids ;)

You can use git:

Code: [Select]
git clone --single-branch --branch groovymame0227 https://github.com/antonioginer/GroovyMAME.git
Then apply your own patches and make. I think it's easier.

Yeah, this will work too but is this mean that GIT is only D3D9ex?
Title: Re: GroovyMAME 0.226 - Switchres v0.017s
Post by: Calamity on January 09, 2021, 06:07:57 am
Yeah, this will work too but is this mean that GIT is only D3D9ex?

Yes. If you're indirectly asking if Windows XP compatibility is over, then I'm afraid the answer is yes too. Unless someone forks it to disable D3D9ex which should be possible yet, although the actual problem is neither MAMEdev nor me are building and testing on XP machines any more, so chances that compatibility is already broken or will be in the near future are huge. XP is 20 years old anyway.
Title: Re: GroovyMAME 0.226 - Switchres v0.017s
Post by: haynor666 on January 09, 2021, 08:54:58 am
I'm building only x64 with D3D9ex so this ok for me :)

Many people hovewer will not so happy when x32 XP builds will be over.
Title: Re: GroovyMAME 0.226 - Switchres v0.017s
Post by: Calamity on January 09, 2021, 12:20:59 pm
I'm building only x64 with D3D9ex so this ok for me :)

Many people hovewer will not so happy when x32 XP builds will be over.

I understand that, but they'll either need to update or stick to older GM versions. The possibility of dropping 32-bit builds has been discussed recently in MAMEdev's mailing list as it's becoming really difficult to keep a viable build target due to the constraints impossed by 32-bit compilers and the continuous project's growth.
Title: Re: GroovyMAME 0.226 - Switchres v0.017s
Post by: schmerzkaufen on January 10, 2021, 02:11:44 am
Well! that came out sooner than expected (thought it would be in the course of 2021)

About Legacy Groovy, as a reminder I had hoped to see 0.227 (or 228 etc whatever) with the final two modifications to the sliders;

- increased vsync_offset slider limit (as discussed not too long ago, for low end system situations when a little bit more offset is needed)

- decimals showing on the CPU% slider, like e.g %75.4 (or Hz in place of a percentage as Cools suggested, but decimals are good enough), because the UI is not showing the full real granularity it's a pain to fine-adjust while playing

^ reason for both: user is forced to edit the cfg's manually to achieve the desired precise settings, this is kinda ruining the point of having sliders

Before you discontinue the old Groovy completely, these two changes would completely wrap up the thing IMO.

If you can find the time / if possible, of course. Thanks.
Title: Re: GroovyMAME 0.226 - Switchres v0.017s
Post by: donluca on January 10, 2021, 08:13:13 am
The issue I'm seeing more and more with Windows XP is that it runs (and makes software run) very poorly on newer hardware.

Some years ago it still made sense because for a machine purposed only for MAME use it was a lightweight, fast, no----That which is odiferous and causeth plants to grow--- simple OS, but now it's going to be a suboptimal solution.

IMHO, a minimal Linux distro is going to be the way to go in the future.

Keeping 32-bit alive doesn't make sense anymore, anyone who wants to use XP kernel based should look into the modified windows server 2003 64-bit (IE: Micro2003 or Tiny2003).
Title: Re: GroovyMAME 0.226 - Switchres v0.017s
Post by: Calamity on January 10, 2021, 01:46:14 pm
IMHO, a minimal Linux distro is going to be the way to go in the future.

Indeed. Windows driver hacking is becoming impractical for many reasons.
Title: Re: GroovyMAME 0.226 - Switchres v0.017s
Post by: Calamity on January 10, 2021, 01:49:36 pm
About Legacy Groovy, as a reminder I had hoped to see 0.227 (or 228 etc whatever) with the final two modifications to the sliders;

Both modifications are included in coming SR 0.017t (building atm).

SR 2.0 already includes the vsync_offset increased slider limit, but not the decimal precision in the CPU slider (it'll be included with next version).
Title: Re: GroovyMAME 0.226 - Switchres v0.017s
Post by: schmerzkaufen on January 10, 2021, 02:12:36 pm
Thanks a million !  :notworthy:
Title: Re: GroovyMAME 0.226 - Switchres v0.017s
Post by: pmc3 on January 10, 2021, 06:29:22 pm
HNY and thanks. Just one question: no patch files (https://drive.google.com/drive/folders/0B5iMjDor3P__aEFpcVNkVW5jbEE) this time?

Yeah, I'll post a patch for GM-SR 0.017s, as usual, I just haven't had the time. With regards to the new versión (SR 2.0), I'm not sure if posting a patch is the best way, since the project is now hosted on github...

if you can still offer that as a patch (and if it doesn't take you long), frankly i'm interested (for a whole lot of reason) ;) best regards
Title: Re: GroovyMAME 0.226 - Switchres v0.017s
Post by: Substring on January 10, 2021, 07:15:47 pm
HNY and thanks. Just one question: no patch files (https://drive.google.com/drive/folders/0B5iMjDor3P__aEFpcVNkVW5jbEE) this time?

Yeah, I'll post a patch for GM-SR 0.017s, as usual, I just haven't had the time. With regards to the new versión (SR 2.0), I'm not sure if posting a patch is the best way, since the project is now hosted on github...

if you can still offer that as a patch (and if it doesn't take you long), frankly i'm interested (for a whole lot of reason) ;) best regards
Then simply git clone his repo, and make a patch of his comits on top of MAME
Title: Re: GroovyMAME 0.227 - Switchres v0.017t
Post by: Calamity on January 11, 2021, 08:11:28 am
GroovyMAME 0.227 is out!

What's new in Switchres v0.017t (January 2021)

- Slider enhancements (as requested by schmerzkaufen):

  * Increased vsync_offset slider limit to 1024
  * Added 1-decimal precision to CPU overclock slider
Title: Re: GroovyMAME 0.227 - Switchres v0.017t
Post by: schmerzkaufen on January 11, 2021, 02:30:18 pm
 :applaud:
will try both releases asap.

EDIT: went around Legacy Groovy 0.227 a couple hours trying the usual stuff, so far no issues.

So, unbeknownst to most, here it is released at last; the most complete, perfected Groovy - and MAME as a whole - build for Windows ever.
(as far as the legacy Groovy design goes, of course)
I've waited like 15 years for this one.

Too bad 32bit users miss it by a hair, as if I understand correctly they're stuck with 0.226 forever.
Welp, hardly a concern for most users these days anyway, indeed.
Title: Re: GroovyMAME 0.227 - Switchres v0.017t
Post by: Substring on January 17, 2021, 03:33:39 am
I'm not sure if you're talking about the legacy or "new" release
Title: Re: GroovyMAME 0.227 - Switchres v0.017t
Post by: schmerzkaufen on January 17, 2021, 04:35:48 am
Legacy obviously as I wrote twice, even used italics, and specified for Windows. It's still the main official release.

I haven't had time to try the 'new' one yet (you guys would maybe think about updating the build's name since as far as I understand it's quite different from the old design; GroovyMAME-X ? GroovyMAME-2X ? SuperGroovyMAME ?)
By the time 'new' is ready enough that Legacy can be discontinued for good, that'd be cool !

Also I'm kind of waiting to read Calamity's writeup before trying the 'new' Groovy, so I can maybe finally understand what it's about, as I could never read anything that actually explains it for ppl who aren't engineers, programmers, technicians or such IRL (so an explanation mainly for me since I'm practically the only member around who isn't one lol ;D)
Title: Re: GroovyMAME 0.227 - Switchres v0.017t
Post by: schmerzkaufen on January 17, 2021, 06:03:33 am
- Slider enhancements (as requested by schmerzkaufen):

BTW note there are slider quirks that can be considered issues, though quite minor.

As I've observed before there's really two cases of wrong behaviour;

- When you first set a game's vsync_offset, exit and then select a different game to adjust settings on, the previous game's value will carry over and be assumed as the default (in place of 0), although nothing's written in the second game's config file vsync_offset line yet.
Somehow the value sticks temporarily within the UI's memory ? dunno how to call that, anyway that reminds me of the relatively recent fixed problem with the specific .ini files,  when settings were carried over the next selected game.
Restart MAME to get rid of the sticking values.

- When there's an additional file selected in between the games list and the launch of the game proper; like NeoGeo, if you select a different BIOS before starting a game another time, your previously set slider values will be gone.

Anyway those are minor annoyances, more like quirks that don't break using the sliders, I just thought they were worth mentioning in case ppl ask questions.
Title: Re: GroovyMAME 0.227 - Switchres v0.017t
Post by: Substring on January 17, 2021, 08:36:59 am
The "new" GM uses a partly externalized switchres code. As you may have heard, Calamity made a library (understand some portions of code that can be used in other emulators) of the CRT resolution and computation part, so other emulators can enjoy this too (we've added it to Final Burn Neo, work is being done on mednafen). That library also has some little improvements here and there.

All in all, this also eases the maintenance of the core switchres code. This was a necessary change for the future.

There are still some cide parts that are specific to mame and that stay in mame (UI, vsync, command line switches, etc ...)
Title: Re: GroovyMAME 0.227 - Switchres v0.017t
Post by: schmerzkaufen on January 17, 2021, 09:52:07 am
Sorry I don't understand most of your post. Porting CRT compatibility to other emulators, ok that I get is nice indeed!

Code news might be exciting for developers, but as an end user not knowing anything about that, all I can read is the same echo I got this past year and even before every time something about Groovy's development seemed to happen and ppl here got excited, yet every time I asked what was up all I got was the same kind of answers; vague, unrelatable.

In the past there was talk about things like beam racing, or making the frame_delay+vsync_offset relationship 'automatic', or even kill the remaining BGFX lag (eventually switching to BGFX as a whole with the same features and performance we get from 9ex now) etc

So I don't know, if you tell me it's more or less related to one of these I'll share the excitement, but as you guys present it now it's still too occult for me.

Understand that from an end user perspective the exciting recent (Groovy)MAME news were the vsync_slider, and update to CPU% one, both game-changing features I've been waiting to happen as the final touches that make Groovy definitely easily and useable in full without hassle (and for anyone down to complete noobs)

It's arrived kind of too late if you think community-wise and the aging crowd that lost interest in arcades emulation and even games period, for the remaining demographics still playing with emulators which is like 95% of end users if not more, RA finished establishing itself as the standard like 2 years ago and today it's not even worth arguing with them that there is something better out there they can use without needing to learn 5 pages of training, nor buy expensive FPGA setups, but still I'm glad it finally happened anyway.
(ps: that's not a criticism, calamity & helpers is only a semi-handful of ppl, can't be helped if neither MAME nor anything else can beat the RA train in popularity and activity speed. plus them, don't have much actual dev work to do in comparison)

Anyway for me it's full circle - as far as MAME and old designs go - from about 2005 when I started being annoyed with MAME's lackings, to Groovy 0.227, all the important boxes that needed to be ticked, have been by Calamity & Co.
(I'll write a summary of these soon)
Title: Re: GroovyMAME 0.227 - Switchres v0.017t
Post by: Substring on January 17, 2021, 11:20:21 am
Sorry I don't understand most of your post. Porting CRT compatibility to other emulators, ok that I get is nice indeed!
At my level, can't tell more, because there is no other magic you may think of, as of today

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Code news might be exciting for developers, but as an end user not knowing anything about that, all I can read is the same echo I got this past year and even before every time something about Groovy's development seemed to happen and ppl here got excited, yet every time I asked what was up all I got was the same kind of answers; vague, unrelatable.
I really made a non developer explanation. If there were some new uber feature, I would have said it ;)
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In the past there was talk about things like beam racing, or making the frame_delay+vsync_offset relationship 'automatic', or even kill the remaining BGFX lag (eventually switching to BGFX as a whole with the same features and performance we get from 9ex now) etc

So I don't know, if you tell me it's more or less related to one of these I'll share the excitement, but as you guys present it now it's still too occult for me.
If that's what you expected, still not done. Although we have internally discussed wuite much about it, it's still not there.

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Understand that from an end user perspective the exciting recent (Groovy)MAME news were the vsync_slider, and update to CPU% one, both game-changing features I've been waiting to happen as the final touches that make Groovy definitely easily and useable in full without hassle (and for anyone down to complete noobs)
I'm on Linux, and not a hardcore tweaker at all. So these new features do not even concern me :) But Calamity has answered your call, enjoy!

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It's arrived kind of too late if you think community-wise and the aging crowd that lost interest in arcades emulation and even games period, for the remaining demographics still playing with emulators which is like 95% of end users if not more, RA finished establishing itself as the standard like 2 years ago and today it's not even worth arguing with them that there is something better out there they can use without needing to learn 5 pages of training, nor buy expensive FPGA setups, but still I'm glad it finally happened anyway.
(ps: that's not a criticism, calamity & helpers is only a semi-handful of ppl, can't be helped if neither MAME nor anything else can beat the RA train in popularity and activity speed. plus them, don't have much actual dev work to do in comparison)

Anyway for me it's full circle - as far as MAME and old designs go - from about 2005 when I started being annoyed with MAME's lackings, to Groovy 0.227, all the important boxes that needed to be ticked, have been by Calamity & Co.
(I'll write a summary of these soon)
Things come when people have time. There is RA on one side (with a bunch of developers, nonnestly), MAME on the other (still quite a number of them). It's pretty easy for them to launch new versions with a bunch of astonishing features. And in the middle of nowhere in the emulation scene, CRT addicts. There is hardly any coder left for that, we're doing our best for new features, testing but ... Its some kind of knowledge that is extremly accurate and no one cares about it in 2020 but a few reluctant people who still think that CRT rocks for retro gaming.

So if it arrives too late, honnestly, why should we care ? That's our hobby, a way we spend our free time. We really don't care about that "mainstream emulation scene", so to speak. We play on CRTs dude, it's retro gaming on retro hardware almost :) We're dinosaurs ! So what ? Be happy we're still trying to improve GM, or CRT gaming in general. When I submitted the CRT port of Finab Burn Neo, devs were like "Yeah that's so cool ! Let me find the twitter password account we haven't used for years" (I'm not lying). There will be an alternative to RA for CRT, I do wish it, and it will happen.
Title: Re: GroovyMAME 0.227 - Switchres v0.017t
Post by: schmerzkaufen on January 17, 2021, 12:58:47 pm
If the thing was essentially about CRT compatibility ported to other emulators then that could have been stated on multiple occasions the several times I asked around, I wouldn't have had been left in the dark, and that'd have been cool no problem,
It's good news indeed! did i say otherwise?

For the f* 100th time I play on CRTs too, as per usual no one in this community ever really reads whatever I post about and is by default prejudiced against whatever I write no matter the context, because no one understands what I'm about.
My stance for like 15 years has been that new displays exist and the former are harder to get every year, therefore it's important to think of developing the alternatives so as not to stay isolated and self-centerted elistists (I know that sounds like asking nerds the imopossible lol), and keep the thing alive for everyone on earth, on both CRTs and flat panels, as much as possible.

That's the other part of preservation no one in the dev scene ever wanted to hear about with enough honesty, the part that MAME always stated is not their business, yet weighs like 50% in players/end users appreciation of old games emulation along useability.
The part that RA profited from in an unholy perverse way because that area was left largely unattended.
I think like most ppl in this community as it's been the case with mamedevs you still don't get how crucial it's always been even outside the CRT hobby. Reality's never been CRT vs flat panels users, or accuracy vs cosmetics, or gamers vs developers, or mainstream vs niche, nor any other sterile 'VS' anyways.

Not understanding that is why ppl in this scene so prompt at raising the shields, uselessly.
That's sad honestly, I know prejudice never dies, things will never change.

So in short; only GroovyMAME/Calamity has been an island of reason between all those prejudiced factions refusing to understand each other, and after all these years, step by step he and a handful of helpers managed to make things right up to the limits of what current developed designs allow.
(it's been so for a few years already but it was honestly too esoteric or unpractical for the majority of the end users base, those final steps were mandatory)
The injustice under the heavens for humanity to never have had a MAME that fits in all hands and being able to play the games as well as tech permits, has been corrected.

Things apparently can go further with the more advanced and refined features Calamity mentioned, but today from 0.227 a major page of history has nevertheless been turned and that's what matters.
Now even someone without a CRT can start Groovy and benefit from its features and extras that honour the games - of course not like on CRT - but better than mainline MAME or other builds ever did, without struggling with painful configuration lots of users previously wouldn't get how to do correctly, documentation and help notwhistanding,

You like most members here may not care because you're prejudiced and only want to see things from a 'factions' point of view, that's the typical scene/niche thinking, but I'm different as I was always a hardcore universalist, wishing that MAME became something like GroovyMAME and particularily this first 'completed' form.

RA understood very well that the huge majority of users didn't have CRTs and couldn't easily get one (and even for those who could the technical challenge can be too much), that they still wanted lag reduction, nice post processing like shaders, all with easy access and configuration in the UI, not esoteric lines of text and commands with endless pages of hard to assimilate documentation, so they've brought ppl all that and from the day the 'classic windows GUI builds' disappeared (iirc around 0.171), ppl flocked to RA like a starved mob.
NOTE: To correct a common misunderstanding about one of the main reasons the bulk of the user base started looking away from mainline MAME; it wasn't because of the merge, but more about the changes after and how they imposed the merge in an irritating way.

But since RA's made by ppl who have not a care in the world for respecting accuracy and people's work, they did what they did in the worst fashion and that's had the consequences we know today.
I've always said that RA is the monstrous child of a prejudiced emu scene on its ivory tower looking down on the actual video games culture and the people that lived it, denying they're what the emulators user base is made of and that their opinions and expectation are often just as valuable and pertinent as the developer's.
(or at least USED TO be, since I've witnessed these past years lots of old timers who lived through the history of video games have now kinda quit being interested in emulators and old games as a whole, so a good portion of the curent user base is younger and either don't care as much about the details or is more anal than anyone ever and insufferable. Anyway, they don't even look in the direction of MAME or Groovy at all)

Basically your assumptions regarding me, what I do, think and where I come from, regarding this hobby, how I see the devs work, and the reasons/importance/purpose of the flat panels and useability side of the Groovy development, are all wrong.
As per usual with ppl in this community, you absolutely don't read or misread me, so I repeat, the shields you raise and the hostility, the repetitive schooling like I'm some kind of complaining noob stranger, are useless, and laughable (not in a funny way since they always offended me off like when ppl act racist against you), you just don't get it and act snarky because that makes you feel good like you're kicking an unwanted intruder's ass around.

I come to celebrate, and I get that kind of treatment. Every f* time, and ppl here don't want me to say nerds have crappy toxic mentalities.
Title: Re: GroovyMAME 0.227 - Switchres v0.017t
Post by: Calamity on January 17, 2021, 01:52:32 pm
I come to celebrate, and I get that kind of treatment. Every f* time, and ppl here don't want me to say nerds have crappy toxic mentalities.

I didn't see any sarcasm against you this time, frankly. Quite the contrary, I'm happy that you liked the last release.

Hopefully I have some time these coming days to open the thread I promised and talk about GM/SR 2.0.

With regards to RA success, I think you're missing an important point and it's that what people really like about it is that it runs on the most crappy and inappropriate hardware available. I mean crap like Android TV boxes. People don't want to emulate on PCs, period. There's nothing we can do to fight that, it's not our war. It's the market, the democracy  ;)
Title: Re: GroovyMAME 0.227 - Switchres v0.017t
Post by: schmerzkaufen on January 17, 2021, 02:57:05 pm
I didn't see any sarcasm against you this time, frankly.
It's not sarcasm. He just situated me where I'm not, with people who don't get the CRT thing or who don't understand devs do what they can with time, like I'm one of those typical still relatively noobies who just arrived discovering realities.
Bloody hell, I'm sure at times I'm older than some who think they can school me on this stuff.
That happens all the time here just because on this forum I'm the only non-nerd regular visitor with a focus on something different (flat panels etc, excuse me for having seen enough CRTs since the early 80's and having an interest in different display techs of the present as an extra hobby), and it's irritating me, extemely. Who likes being misread and misjudged over and over? of all people you did that to me too before, and that still hurts.
Prejudice, prejudice and more prejudice, this community is painful but I'm staying for Groovy, for your work because it's worth even enduring all the cringy stuff.

Anyway. Enough about me.
I'm happy that you liked the last release.
Seriously. This is what i've always been waiting for. Thank you again sincerely.
Sure there's always room for improvement in MAME but mainly in areas that aren't Groovy's business (well, the OC thing was gray area, thanks for the extra work there too)

I have a - procrastinated because too busy at the moment - new PC build coming, with a beefy i7 and probably keeping that Vega 56.
Found a Portta transcoder as well. Still need a new QHD or 4k LCD monitor.
This is the perfect year for the full course hybrid setup (lcd + crt) and that blog I've been preparing.

(and here I am almost wishing for a new hardcore confinement so I can maybe stop working and do all that  :P)

Hopefully I have some time these coming days to open the thread I promised and talk about GM/SR 2.0.
Take your time.

With regards to RA success, I think you're missing an important point and it's that what people really like about it is that it runs on the most crappy and inappropriate hardware available. I mean crap like Android TV boxes. People don't want to emulate on PCs, period. There's nothing we can do to fight that, it's not our war. It's the market, the democracy  ;)
Well that is when they play only older and light systems, using cores of old versions too.
The bunch who wants just that indeed took a lot of room within the emu users demographics, that's sad, originally within the RA crowd it was still mostly PC users and they'd want to play the latest drivers like cv1k with Royale on top, not just drop Mario Kart and SF2 in a Pi with basic processing to show off to their pals around a beer.
The latter are the younger I was talking about, it's the older dudes who wanted to see the best stuff, cared about accuracy etc many who quit in recent years (I've seen that shift happen in more than one community, not just for emulation. in several areas many retrogaming hangouts changed focus and 'values' completely)

Anyway, there was a time where things needed to click with people, and I'm dead convinced since that MAME decided on changes the wrong way at the wrong time, surely thinking they were doing the right thing from a dev perspective, but completely missing that they were ignoring the user base's worries, which they should have been taking much MUCH more seriously instead of brushing it off like a bunch of annoying flies. That's tragic, and that's what happened, I remember that time and its 'exodus' consequence vividly.
Nope, no matter how you try you won't make me change my mind; I've heard all the narratives attempting at dodging the bullet, no way Jose; a large portion of the responsibility lays heavy on mamedev's shoulders, and anyways I said recently that I'm cooking an article on the topic so no need to expand more here.
Title: Re: GroovyMAME 0.227 - Switchres v0.017t
Post by: Substring on January 18, 2021, 04:37:22 am
It's not sarcasm. He just situated me where I'm not, with people who don't get the CRT thing or who don't understand devs do what they can with time, like I'm one of those typical still relatively noobies who just arrived discovering realities.

Keep calm, and play GroovyMAME, dude  :cheers:

You're the only one seeing any sarcasm in my answer, I really had no intention of doing so, really. I even totally forgot you're playing on LCD, so why would I be mean ? Come on pal, just chill.
Title: Re: GroovyMAME 0.227 - Switchres v0.017t
Post by: Paradroid on January 18, 2021, 10:06:48 pm
Hopefully I have some time these coming days to open the thread I promised and talk about GM/SR 2.0

Hopefully!!! ;D