The NEW Build Your Own Arcade Controls
Software Support => GroovyMAME => Topic started by: haynor666 on July 19, 2017, 03:22:12 pm
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Here I will post my own GroovyMAME build based on official sources plus extra modifications imported from ARCADE http://arcade.mameworld.info (http://arcade.mameworld.info) (new derrative based on MAMEUIFX) and no nag patch. Some of those changes created by me.
Differences against standard GroovyMAME:
- no nag - no loading screens or disclaimer info (use option 'skip_gameinfo 1' in mame.ini to activate this function)
Sound modifications:
- enable stereo sound in Truxton 2
- QS1000 volume boots (games using this chip has louder audio output)
- audio level fix for m72 driver removed in 232
- audio level fix for Side Arms
- frequency modification for several audio chips for proper audio speed (Aliens, Crime Fighters, Simpsons, Vendetta) removed in version 239
- fix for Crude Buster, Dark Seal and Vapor Trail (now sound does not change it's pitch/speed during attract mode/game) removed in version 213
- Better NMI value for Jail Break (proper audio pitch?) WILL BE REMOVED in 254, barely noticable
- fix for Gradius/Nemesis (discrete emulation is bypassed so no strange audio during play) removed
Video modifications:
- hack for fixing sprites in neogeo driver (at the moment title screen in sengoku2 is a bit broken) This was always complicated to keep and could cause trouble in driver.
- removed custom position and size in astrocde and cidelsa drivers (looks very bad on TV/Arcade monitor)
- restored resolution 256x240 (from 240x240) in remaining games in btime driver as well in scregg driver
- video fix for Metamorpic Force (proper offsets) WILL BE REMOVED in 254, I don't know if it's ok or not
- small colours fix in nemesis driver (games have now slightly more brighter picture, seems to be more accurate)
- visible area modifications in in ssv driver (changed Air Blade; Dyna Gear)
- visible area modifications for many games in neogeo driver (mostly from 320x224 to 304x224 but for four games even to 288x224 - Zed Blade, Goal!Goal!Goal!, Gururin, Zupapa)
- visible area modification for X-Men,
- visible area modification Go Go Mr. Yamaguchi [not in ARCADE32/64] removed for now - needs source update
- visible area modification Super Contra, Gang Busters, Thunder Cross, Teenage Mutant Hero Turtles, Bells'n'Whistles [not in ARCADE32/64]
- visible area modification for Battle Rangers, Double Dragon, Double Dragon II, Thunder Strike, China Gate, Garyo Retsuden [not in ARCADE32/64]
- visible area modification for Express Raider, Exzisus, Liberation, Nova 2001, Rock'n'Rage, Riot City, Wonder Boy 3, Aurail [not in ARCADE32/64]
- visible area modification for Mad Crasher, Gladiator 1984, Super Cross II, Jungle King, Sea Fighter Poseidon, Xain'n Sleena [not in ARCADE32/64]
- visible area modification for many games in namcona1 driver [not in ARCADE32/64]
- visible area modification for many games in system1 driver [not in ARCADE32/64]
- some video fixes in taito_f3 driver (continue screen in Greed Seeker is now visible, the same goes to intro text in Arabian Nights)
Misc modifications:
- slow rendering fix for namconb1
- more accurate video timings in Green Beret WILL BE REMOVED in 254, is it needed ?
- swapped some IRQ handling in megasys1 driver
32bit build modifications:
- d3d fix for old video cards removed from version 216
GroovyMAME source (up to version 227): HERE (https://drive.google.com/drive/folders/0B5iMjDor3P__aEFpcVNkVW5jbEE)
GroovyMAME source (from version 228): HERE (https://github.com/antonioginer/GroovyMAME/releases)
No nag source: HERE (http://mamestuff.lowtrucks.net/MKChamp/)
All files (builds, sources) are now HERE (https://mega.nz/#F!Yt8xBKYI!KKgnQwWpeu30Bz3oUabDog)
NOTE. Those are only main EXE files. You are still need remaing files from official mame pack.
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Thank you!!!
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Unreal!
Sent from my SM-A300Y using Tapatalk
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very nice, thanks for sharing!
Is this an arcade-only build or does it also contain MESS?
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See top of OP's post, looks like it's based on Arcade, a fork of MAMEUIFX, so no MESS.
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I am not familiar with "arcade" so it's good to hear there is no MESS in this one :)
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MAME = old MAME +MESS so my build is with MESS part as well just like Groovymame.
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^ allright then , thanks for the clarification :)
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For clarification - ARCADE is build upon old MAMEUIFX code. MAMEUIFX was arcade only build so ARCADE is also MAME with only arcade part, hence the new simple name.
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Glad to see this hybridisation.
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Yesssssssssssssssss, vivaaaaaaaaaaa, tks my friend (Windows XP - 32bits foreverrrrrr) :applaud: :cheers:
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Tried yesterday and works great
Thanks a lot, it's always better to have GM in sync with the latest official version
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- hack for fixing sprites in neogeo driver
What does this achieve, exactly? Fixing Terry's stage in Garou?
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http://mametesters.org/view.php?id=2659 (http://mametesters.org/view.php?id=2659)
http://mametesters.org/view.php?id=3972 (http://mametesters.org/view.php?id=3972)
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Thank you haynor. I will try this out asap.
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It's sad they're fixing non-bugs whereas this (http://mametesters.org/view.php?id=3954) remains for so many years. Shouldn't be too hard to figure out a hack -- MAME must be the only emulator where you find it.
But hey, what do I know.
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Hi haynor,
thanks for making this build.
Would it be possible to make another d3dex 64 version with a faster slider for the cpu overclock option ?
Default is slow as hell and it takes ages to reach 200%.
I use it all the time for mvs roms such as mslug and so...
if I do remember the file to be modified is ui.cpp
// add CPU overclocking (cheat only)
slider_index = 0;
if (machine.options().cheat())
{
for (device_execute_interface &exec : execute_interface_iterator(machine.root_device()))
{
void *param = (void *)&exec.device();
std::string str = string_format(_("Overclock CPU %1$s"), exec.device().tag());
sliders.push_back(slider_alloc(machine, SLIDER_ID_OVERCLOCK + slider_index++, str.c_str(), 10, 1000, 2000, 1, param));
}
}
and replace with
// add CPU overclocking (cheat only)
slider_index = 0;
if (machine.options().cheat())
{
for (device_execute_interface &exec : execute_interface_iterator(machine.root_device()))
{
void *param = (void *)&exec.device();
std::string str = string_format(_("Overclock CPU %1$s"), exec.device().tag());
sliders.push_back(slider_alloc(machine, SLIDER_ID_OVERCLOCK + slider_index++, str.c_str(), 50, 1000, 2000, 1, param));
}
}
I usually make my own builds but I'd like to try yours :wink:
Many thanks, mate.
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Does moving slider with CTRL pressed is not enough? It's really fast for me.
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Hi
Your version should not have the initial info screens before entering the game, right?
I ask because I keep getting them... Should I activate or deactivate anything in GM?
Thanks in advance
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Does moving slider with CTRL pressed is not enough? It's really fast for me.
:dizzy: .... Ooooops... Really ?
I've been in Mame for years and I didn't even notice that holding ctrl enabled "fast-slinding". Guess you can learn something every day even with dumb questions ::)
Anyways, thanks for the input.
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Hi
Your version should not have the initial info screens before entering the game, right?
I ask because I keep getting them... Should I activate or deactivate anything in GM?
Thanks in advance
Set:
skip_gameinfo 1
in mame.ini
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Thanks, I'll try that
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Does moving slider with CTRL pressed is not enough? It's really fast for me.
didn’t know that slider option through 2 key, above tab key
always thought I was only for volume settings.
for cpu boost, I only used ins key to speed up long boot time
like gradius (before finally ends with a save state for instant boot for that game)
Thank you guys for interesting tips and tricks out there. :cheers:
also I tested your build haynor : great job !
especially for your precise fixes : will adopt it on the cab.
I’ll keep an older version in second just for kungfum/spartanx
discrete emulation for sounds make them too low and not well balanced.
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Thanks Haynor666, this looks like the MAME build I need as I'm updating my 10 year-old MAME cab from MAME .120. The cab features WinXP/32, a hacked ATI 9250 and a 25" Wells Gardner 800 x 600 multi-sync CRT.
One question, I have the full (merged) .187 ROM set but the EXTRAS and VIDEOSNAPS folders I could grab are .188. Does anyone think I'll run into issues running them together?
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Some extras and videosnaps might need renaming but that's all.
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Hi haynor666,
while I have a bit of spare time, I tried to compile my own mame build.
I set the build environement as describe in mamdev. Got the current version with git : all went fine and had a shiny mame64.exe, but 188 version.
Then I tried to build a groovy version, as you describe here the patch used.
I have downloaded 187s file and made the folder accessible trough the win32env.bat console.
I then had the patch package tool to the environement.
I tested it with suppression.txt for nag screen as it only touch 2 files.
I run "make" after a while I got my mame64.exe, producing the ini file including the skip_gameinfo entry : all right !
I then tried to build the previous 0186 version, with groovypatch.
when I patched with the d3d9ex.diff and the groovymame diff, I got errors (but it is supposed to be made for this version). Without surprises,
"make" processed failed. I could be more precise with the error if you want.
I just wanted to know witch diff you pass and the order.
Sorry for my dumb questions.
Pierre KFY.
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No nag was fro 187, my patch also but groovymame patch was originally for 186. You can get no nag 186 but sadly my patch will not work with 186.
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I don't want to go off topic on your topic : I'll open mine, regarding my patching problem, with more details.
http://forum.arcadecontrols.com/index.php/topic,154967.0.html (http://forum.arcadecontrols.com/index.php/topic,154967.0.html)
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New version 191 - no new stuff, just to stay inline with official mame.
For now only 32 bit edition: https://mega.nz/#!MgtmUb6S!hVEib8rh_UOTsN0ubixoi-DUveq4hcZ5ynCfb__6sBw
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New version 191 - no new stuff, just to stay inline with official mame.
For now only 32 bit edition: https://mega.nz/#!MgtmUb6S!hVEib8rh_UOTsN0ubixoi-DUveq4hcZ5ynCfb__6sBw
Wow! Thanks!
:notworthy:
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New version 191 - no new stuff, just to stay inline with official mame.
For now only 32 bit edition: https://mega.nz/#!MgtmUb6S!hVEib8rh_UOTsN0ubixoi-DUveq4hcZ5ynCfb__6sBw
XP compatible+groovy+suppression?
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As always - it's XP comp. (should be just like any other version, I didn't tested on my PC yet). Please read first post.
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Hallo,
any chance to get a 191 groovymame 64bit, D3D9ex, supression patch, arcade-only version??
Greets
Rainer
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Before I release other version I have to test this one. It's based on GM 190 patch, still there isn't official GM 191 patch.
NOTE. Haze rewrote SH3 emulation so CV1k games are now much faster. Worth to check if older hardware manage to emulate those games at 100% speed.
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Hi haynor666, thanks for your great work!!
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Updated first post with new links.
Raibol1 this is GM with D3D9ex but not arcade only. It really does not make sense build arcade only release.
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Thank you very much for this new releases!!!
Arcade only ist not so necessary, in my 2 Arcade cabinets the full version is also great!!
Rainer
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Thanks haynor666,
Only one question, we must only replace the Groovymame64.exe? the other archives we leave the old ones?
Thanks
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All other files (plugins, artwork) You should get from official mame 191 archive.
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Updated first post with new links.
Raibol1 this is GM with D3D9ex but not arcade only. It really does not make sense build arcade only release.
Thanks for posting these builds :)
Just wondering, would it be useful to post some of these issues (and fixes) at http://mametesters.org/ (http://mametesters.org/)? For example the below seem like issues that may be addressed in the MAME core.
Especially when issue is properly documented and code solution is already included in the description, in my experience they mostly get fixed in the core..
- Bonze Adventure protection fix (no more errors when You die)
- frequency modification for several audio chips for proper audio speed (Aliens, Crime Fighters, Simpsons, Vendetta)
- audio fix for Dark Seal and Vapor Trail (now sound does not change it's pitch/speed during attract mode/game)
- more accurate video timings in Green Beret
- proper video timmings in Iron Horse (very usefull for TV/Arcade monitor)
- Better NMI value for Jail Break (proper audio pitch?)
- swapped some IRQ handling in megasys1 driver
- video fix for Metamorpic Force (proper offsets)
- slow rendering fix for namconb1
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All those fixes are either hacks so won't be in official mame or changes were not accepted by mamedev (like Iron Horse fix).
Some of those are really not correct (like Neo Geo resolutions changes) - only to improve display/sound not matter if real hardware had or had not such issues/behaviour.
Some changes are just guess or some logical assumptions but not verified.
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All other files (plugins, artwork) You should get from official mame 191 archive.
Thanks a lot.
Any change to do in the mame.ini from 0.189 version?
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Probably not.
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Can you build a 32bit version without the "Your graphics card does not support non-power-of-two textures" error?
It was discussed here: http://forum.arcadecontrols.com/index.php/topic,155585.0.html (http://forum.arcadecontrols.com/index.php/topic,155585.0.html)
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Done, please use link in first post and let me know if this works.
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Works perfectly, Cave performance has improved 2x! Thanks!
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Temporary build using git from yesterday: https://mega.nz/#!hkkViLBR!1Z5op_JbX_gpgrdJJDoC40bgysjjQ6WDnjjMuL79DZ8 (https://mega.nz/#!hkkViLBR!1Z5op_JbX_gpgrdJJDoC40bgysjjQ6WDnjjMuL79DZ8)
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Temporary build using git from yesterday: https://mega.nz/#!hkkViLBR!1Z5op_JbX_gpgrdJJDoC40bgysjjQ6WDnjjMuL79DZ8 (https://mega.nz/#!hkkViLBR!1Z5op_JbX_gpgrdJJDoC40bgysjjQ6WDnjjMuL79DZ8)
quick tested tonight, brilliant. Many thanks for the preview !
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Temporary build using git from yesterday: https://mega.nz/#!hkkViLBR!1Z5op_JbX_gpgrdJJDoC40bgysjjQ6WDnjjMuL79DZ8 (https://mega.nz/#!hkkViLBR!1Z5op_JbX_gpgrdJJDoC40bgysjjQ6WDnjjMuL79DZ8)
Thanks, works perfect.
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The git version has the "non-power-of-two textures" error again :'(
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Ups, I forgot to apply this patch. I'll compile latest GIT with this patch as well.
BTW. You could try PGM2 emulation after I made new test build ;)
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New version from today - [removed]
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Version 192 is out. Added solution for bypassing message "non-power-of-two textures".
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Thank you!
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Thank you haynor.
:applaud:
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Are 0.192 diff compatible with 0.193 source?
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I have 193 diff created but I didn't build 193 so far. I don't have enough time fpr my hobby right now.
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Hi, any news about .193 release?
In any case really thanks for your Great work!
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It's too late to publish 193 so wait for 194 :)
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ok thanks!!! ;D
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Version 194 is out. Temporary only 64bit build and without neo-geo resolutions changes.
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:applaud:
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whats behind these neo geo resolutions changes? is this an issue?
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Solved. I simply miss some declarations in include neogeo.h ;D
Compilation errors in 32 bit env - sorry, no build this time.
https://github.com/mamedev/mame/issues/2936 - SOLVED by compiling with older compiler.
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thank you so much!!! awesome build!!
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fantastic! thank you
will test in my ladercab (https://www.arcademania.eu/wikicab/index.php?title=LaderCab) soon! :notworthy:
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Test build:
Cut visible areas in following games, removing black borders:
Double Dragon, Double Dragon II, Thunder Strike
Super Cross II
Mad Crush, Gladiator 1984
China Gate
Wonder Boy 3, Riot City, Aurail
Wonder Boy
Xain'n'Sleena
Battle Rangers
Express Raider
Rock'n'Rage
Exzisus
Gang Busters
Garyo Retsuden
Liberation
Cosmo Gang the Puzzle, Tinkle'n'Pit now whole driver needs this
Nova 2001
Jungle King, Sea Fighter Poseidon
Teenage Mutant Hero Turtles, Bells'n'Whistles
various games in system1 driver
https://mega.nz/#!ZpFyETwI!upZvi6b4k8OKedvy1S-REH_jcfKD6nTQl94GjG5mvBo (https://mega.nz/#!ZpFyETwI!upZvi6b4k8OKedvy1S-REH_jcfKD6nTQl94GjG5mvBo)
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you have removed your test build,
I was curious about it :-[
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I'm buidling it again with additional changes, just give me 30 mins.
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thank you, I was just feared that you changed your mind.
there is no hurry :applaud:
I’ll test it tomorrow
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tested quicky with ddragon, wboy, wb3, exprraid
works really nicely. Thank you for this work
adopted !
:cheers:
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Thank you for this build. I cant wait to try it with the neo geo resolution mod!
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is there any 0.195 nonag release somewhere yet? :)
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is there any 0.195 nonag release somewhere yet? :)
+1 :)
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I don't have time right now. Since mame have now proper c-chip emulation probably next version will 196 or 197.
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Version 196 out. For now without Iron Horse modification.
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as always, thank you !
Thanks for your effort in maintaining this build.
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UPDATE: Iron Horse modification is fixed, builds will be updated shortly.
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I forgot to mention that version 200 will be probably last one with support for 32 build. Right now saturn.cpp cannot be compiled with latest compiler. Older compiler works but in some time it will be probably abandoned so it's matter of time unless someone fix saturn.cpp.
Of course there is still source provided so everybody can do it by yourself.
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thank you so much! !
best compilation ever! !
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free bump - 197 has some additions to the neo geo driver.
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could you ad no saveste mesages when they are loaded please, i could share mi machinne.cpp if you need it, thanks.
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I'm planning to release 198 skipping 197.
abispac, I prefer to leave those messages as they are but source for my modifications is available so You can always build Your own version. If there is problem I can build 196 right now just for You with this modification.
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198 test release based on 197 gm code.
https://mega.nz/#!dsc1iY6A!idIIvbNK8yUHhQgSJkp56n8iJysTcnhktjYLbOH3J6E (https://mega.nz/#!dsc1iY6A!idIIvbNK8yUHhQgSJkp56n8iJysTcnhktjYLbOH3J6E)
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great!
waiting for the diff to compile the 32bit version
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Here is diff package but please remember it's unofficial for now: https://mega.nz/#!t8sgTR6L!t153h7mt0kFnJZglKLwt2vEr5Km8DNhckFxhZReOg9s (https://mega.nz/#!t8sgTR6L!t153h7mt0kFnJZglKLwt2vEr5Km8DNhckFxhZReOg9s)
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Thx for the 32build of 0.196. :)
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Do you plan on releasing an 0.199 build? Killer Instinct is broken on 0.198.
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Calamity didn't released 199 GM source so I'm not planning releasing 199 as well.
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Test build for version 200 (still based on groovymame patch 196).
Removed Iron Horse patch - no longer needed.
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Thank you so much! Advancement has been quick, and I think 0.200 might be a version I stick with for a while.
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any plans on a 0.200 release? :)
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I think after 200 test release I'll go straight to 201. After all it's just one week.
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I think after 200 test release I'll go straight to 201. After all it's just one week.
We're looking forward to it :)
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I'm waiting for official groovymame 201 release.
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I'm curious!
Considering ARCADE is the follow-up to mameuifx, Does ARCADE include all the enhancements of mameuifx?
I mean, all this list:
http://mame32fx.altervista.org/features.htm (http://mame32fx.altervista.org/features.htm)
Therefore, does your groovymame distribution include them all ? :notworthy: :notworthy: :applaud:
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You are looking at distant past. MAMEUIFX is dead - we have now ARCADE32/64 - http://arcade.mameworld.info (http://arcade.mameworld.info) Since that time many changes has been made in ARCADE32/64. Some new features were added, some old code is no longer needed.
This is modification for groovymame so it does not have GUI just like ARCADE32/64 or MAMEUI64 so everything related to GUI is not present here. Additionally some old code like samples support for Toaplan games it's not here because MAME have now proper code/roms for sound. It does not have any extra game like groovymame but also just like ARCADE32/64.
Since it's based on groovymame it's full MAME build not ARCADE only just like old MAMEUIFX and ARCADE32/64.
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Hallo,
will u release a 202 version (64bit, d3d9ex, supression)?
Greets
raibol
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Waiting for 0.203 would make more sense, since there will be a lot of interesting fixes from official MAME.
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I'll try to build 202.
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Uploaded version 202 but only x64 build. Link in first post.
BTW. schmerzkaufen, what interesting will be in 203? I'm sorry but I'm focused on amiga right now and I miss a lot of changes.
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BTW. schmerzkaufen, what interesting will be in 203? I'm sorry but I'm focused on amiga right now and I miss a lot of changes.
http://www.mameworld.info/ubbthreads/showthreaded.php?Cat=&Number=378927&page=0&view=expanded&sb=5&o=&fpart=1&vc=1 (http://www.mameworld.info/ubbthreads/showthreaded.php?Cat=&Number=378927&page=0&view=expanded&sb=5&o=&fpart=1&vc=1)
I'm mostly interested in the finally fixed INI system, and changes to HLSL (not all featured here but we'll see when we try)
There will be a ton on the game/input/optimization side too, that post was only of the 10th of oct. Big release coming.
Combined, upcoming baseline MAME's + Calamity's recent fixes to GM will make an overall better working, more powerful MAME, and I'm going to use that to put to test Calamity's changes in particular, under various conditions, thoughout this fall/winter.
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@haynor666,
thank you very much, i will try it soon!!
I myself have still problems compiling it.
Greets
Rainer
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Hallo,
i just tested your new build and works like a charm!!!
Thank you for supplying us with these builds.
Greets
Rainer
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Good to know beacuse I only started my build on PC with LCD with just one game :)
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Release 203 is out.
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Thanks a lot! ;)
edit: I've probably done something wrong because all the poker n'stuff games still show in my list... will try a fresh install.
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Thank you! This is a good release! I can now update my romset, got the haynor version for Neo Geo garbage fixes, got the choccyhobnob Mac OS X and rPi versions... it’s a good day. :)
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Yup the useless roms are still showing and all the clones are missing.
Well damn, actually since I have changed my roms for merged ones, ARCADE probably doesn't work with those.
Ugh I don't understand the first thing about clrmamepro so it'll be a pain.
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Please remember - it's full MAME release not arcade only.
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Since when? I think I can remember having 'groovyarcade' builds that only showed a clean arcade games list (which is the point of ARCADE tbh...)
Also I'm not joking it's somehow managed to hide all clones I don't know why.
Ok I have to investigate this.
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My own build of groovymame is always full it was for very long time.
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Must have mixed both in my mind then. Oh well.
edit: wait, I still have one of your 'arcade only' builds it's 0.186, that wasn't so long ago. Just curious why did you stop making those?
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186 was before I start this topic. I stopped making arcade only builds because groovymame official is also full MAME.
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No problem I understand. A bit sad though, I know no other way to get a similar clean list without hand-editing a 10,000+ lines file.
If the romsets themselves were built in separate parts by categories that wouldn't be such a big deal.
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0.203 diff files?
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Diff 202 works fine except neogeo.cpp part. For a moment please use file from arcade32/64 source.
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Hello haynor666
Any plans for 32bit 0203b version?
Thanks a lot
Marcos
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Uploaded but since I don't have XP I can't test it. Let me know if it works.
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Hello Haynor666, I would like to know why the Kung Fu Master that has had in the past the SOUND ok, after the new versions never again the SOUND is ok, you know why?
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It was explained many times before - MAME have now discrete sound emulation which is still not perfect and very CPU demanding.
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Hello haynor666
Thanks a lot for 32bit version, will test on XP and let you know the results
Thanks
Marcos
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New version just because I might now have enough time during Christmas.
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Thanks.
Can you please explain about the D3D8 fix?
My cabinet is running under XP 32bit.
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D3D8 fix is added solution for bypassing message "non-power-of-two textures" for old DX8 video cards. At some point this fix and x32 build will be abandoned.
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Hi! I think the sound in Dark Seal is still broken. If you choose the Knight, the music speeds up during the attacks. Any clues? Thanks BTW
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You have right. Sound is broken again at least for version 203 i 204. It was fine in 200. I'll contact author of patch.
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This does not look too good now - http://www.1emulation.com/forums/topic/36099-arcade-0204/#entry362022 (http://www.1emulation.com/forums/topic/36099-arcade-0204/#entry362022)
EDIT. This won't be fixed :(
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Too bad... Thanks for the efforts, man. I've been using your groovymame builds for a long time but I can't find the last one those two games worked fine. Could you posted it?
I don't understand why MAME doesn't focus on accuracy instead of just compatibility. The only emulator that can "run perfectly" Dark seal is fba, but for some reason the music is in a slower tempo, maybe the author underclock the driver to avoid the speeds up... in mame you can do that putting the sound cpu in a 23% underclock, but is a pain doing it everytime you run the game.
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Too bad... Thanks for the efforts, man. I've been using your groovymame builds for a long time but I can't find the last one those two games worked fine. Could you posted it?
I don't understand why MAME doesn't focus on accuracy instead of just compatibility. The only emulator that can "run perfectly" Dark seal is fba, but for some reason the music is in a slower tempo, maybe the author underclock the driver to avoid the speeds up... in mame you can do that putting the sound cpu in a 23% underclock, but is a pain doing it everytime you run the game.
Maybe try the experimental build that Calamity just posted here (reply #14) http://forum.arcadecontrols.com/index.php/topic,158665.0.html (http://forum.arcadecontrols.com/index.php/topic,158665.0.html)
It saves more sliders including the CPU over/underclock.
(not sure it saves the one you mention though, you gotta try it)
-
There is a way but it require modification for h6280 core which affect all games using this processor mostly 90s Data East games and PC Engine console - http://www.1emulation.com/forums/topic/36099-arcade-0204/page-2 (http://www.1emulation.com/forums/topic/36099-arcade-0204/page-2)
-
I've checked using Calamity's experimental build and indeed you can underclock the 'audiocpu' down to 23% and the setting is saved (individually for the game since it's stored in the corresponding .cfg)
-
I've checked using Calamity's experimental build and indeed you can underclock the 'audiocpu' down to 23% and the setting is saved (individually for the game since it's stored in the corresponding .cfg)
Yes. I've already test it. It's amazing!
Finally we can save the over/underclocks. This have to be a "must" in the futures build of groovymame.
Thanks for the post link ;)
There is a way but it require modification for h6280 core which affect all games using this processor mostly 90s Data East games and PC Engine console - http://www.1emulation.com/forums/topic/36099-arcade-0204/page-2 (http://www.1emulation.com/forums/topic/36099-arcade-0204/page-2)
I suppose that you can't isolate the game itself for the core modification without affecting the rest.
-
I tried but I've failed. I'm working right on experimental build with modified h6280 core. So far I tested almost all games that use this CPU and I don't see/hear any regression.
-
Here is experimental build with modified h6280 core - https://mega.nz/#!o5FBVaiJ!T0Fs7sUIe617UqHalmpiTFvW_NAY5q2PZgQjLg8mmns (https://mega.nz/#!o5FBVaiJ!T0Fs7sUIe617UqHalmpiTFvW_NAY5q2PZgQjLg8mmns)
These games has to be tested:
Act Fancer (tested until second level)
Battle Ranger (tested until submarine boss)
Boogie Wings (tested until first boss)
Caveman Ninja (tested until first boss)
Crude Buster (tested only first level, look here - https://mametesters.org/view.php?id=389)
Dark Seal (tested only on attract mode)
Diet to Go
Funky Jet
Mad Motor
Rohga (tested two levels)
Super Burger Time
Thunder Zone (tested part of first level)
Vapor Trail
PC Engine console
and some games in dec0 and dec32 drivers:
Boulder Dash (look here - https://mametesters.org/view.php?id=6740)
Hippodrome
Midnight Resistance
RoboCop
Secret Agent (look here - (look here - https://mametesters.org/view.php?id=6740)
Captain America and the Avengers
Dragon Gun
Fighter's History
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This does not look too good now - http://www.1emulation.com/forums/topic/36099-arcade-0204/#entry362022 (http://www.1emulation.com/forums/topic/36099-arcade-0204/#entry362022)
EDIT. This won't be fixed :(
Are you sure?
-
Initially I wasn't to optimistic about that just like MameSick and You:
The fix for darkseal and vaportra is no more valid. The function that is commented out is now declared internally in the H6280 CPU core and is always enabled. So those extra lines listed in 202 diff are useless now.
In file h6280.cpp infact there is:
void h6280_device::internal_map(address_map &map)
{
map(0x1fe800, 0x1fe80f).mirror(0x3f0).rw(FUNC(h6280_device::io_buffer_r), FUNC(h6280_device::psg_w));
map(0x1fec00, 0x1fec01).mirror(0x3fe).rw(FUNC(h6280_device::timer_r), FUNC(h6280_device::timer_w));
map(0x1ff000, 0x1ff000).mirror(0x3ff).rw(FUNC(h6280_device::port_r), FUNC(h6280_device::port_w));
map(0x1ff400, 0x1ff403).mirror(0x3fc).rw(FUNC(h6280_device::irq_status_r), FUNC(h6280_device::irq_status_w));
}
So the only way to enable again the fix would be comment out the line here but with the serious risk to break a lot of other games that uses the same audio CPU.
Robbbert should remove both VAPORTRA.CPP and DARKSEAL.CPP files from his source. The code there is no more valid.
Because of this, darkseal and vaportra have been reverted back to MAME standard.
If someone wants to check the existing audio in everything else that uses the h6280, then we will know if it's a global problem, or just for some games. If it happens for everything h6280-related, then the patch can be done.
But after some disscussion and test of experimental build patch will stay in ARCADe32/64 and my build at least until someone will find some problems associated with this patch :)
-
Haynor, I'm testing your experimental build and the games affected seems to be ok at the moment. Congrats! :notworthy:
Any plans to incorporate the "save slides function" into your build?
-
I'm hoping it will be in official groovymame first for 205.
-
Test build - [removed - new one available]
Right now thunderx and snk changes are reverted - problems with modifications. System1 games needs checking.
ssv changes are also reverted - absent in Arcade32/64.
Gradius/Nemesis audio fix does not work, video part is fine.
-
Test build - https://mega.nz/#!84lBmAyZ!5fOEPQhaDU1WpvnFhK3qY-xSmiEuwU1mPz0ngH-XR6Y (https://mega.nz/#!84lBmAyZ!5fOEPQhaDU1WpvnFhK3qY-xSmiEuwU1mPz0ngH-XR6Y)
Right now thunderx and snk changes are reverted - problems with modifications. System1 games needs checking.
ssv changes are also reverted - absent in Arcade32/64.
Gradius/Nemesis audio fix does not work, video part is fine.
Just finished my download of MAME .205 and used your compile above. Just under 2,000 games in my filtered list. Seems to work well. Anything I should pay attention to besides the above?
-
With help from MameSick I've restored patches:
thunderx.cpp (Super Contra - resolution 304x224, Gang Busters - resolution 228x224, Thunder Cross - resolution 288x224)
snk.cpp (Gladiator 1984 - resolution 256x216, Mad Crash - resolution 256x216)
Also I've restored:
nemesis.cpp (audio without crackling in Nemesis/Gradius)
ssv.cpp partially (Dyna Gear - resolution 320x240, Changed Air Blade - resolution 336x240)
New patches:
sidearms.cpp (re balanced audio in Side Arms)
Release candidate https://mega.nz/#!JpUjhK5Q!i4T-nF3f-H7zDE0XM1NrMqqaINq7pNFrTpEHCMxhiu0 (https://mega.nz/#!JpUjhK5Q!i4T-nF3f-H7zDE0XM1NrMqqaINq7pNFrTpEHCMxhiu0)
-
Awesome work! I might update to 0.205 as a way to close out the year with a good release!
-
All changed games should be fine by now. The only bug left is not working neo-geo cd console emulation due not implemented sprite hack.
-
All changed games should be fine by now. The only bug left is not working neo-geo cd console emulation due not implemented sprite hack.
Awesome! Can’t wait! When diff files are released, I think I’m going to try and compile on groovy arcade (arch Linux). I have a really good windows 10 setup, but curious about making things work on pc Linux.
-
namcona1 modifications are almost done. Final 205 should in next 2 hours.
-
Just wanted to say thank you for doing this. It's a total thrill installing the new build on my cabs every time you post a release. Hugely appreciated.
-
Great work Haynor! Very thank you!! :applaud: :applaud: :applaud:
-
Thank you once again haynor! I love the neo geo fixes! Will hopefully have it tested on my real neo geo tomorrow. :cheers:
I have compiled a binary for Linux. I was able to compile on a virtual install of GroovyArcade on my mac. Will hopefully be able to compile newer versions in the same manner.
mame 0.205
groovymame_017m.diff
suppression.diff
various_fixes.diff
https://github.com/keilmillerjr/mame-diffs
-
Hi,
Can i use the Groovymame x64 version with my winXP64.
I don't use Direct3D9Ex.
-
I abandoned XP64 so You cannot use x64 build on XP64. Use x32 instead.
New version is out. Please check neogeo games - raster hack needs examining.
-
Too bad, thanks.
-
I'm using a text translator if you do not understand me well I'm sorry.
If it's not a lot of hassle,, you would not have compiled a 32bit groovymame 206 not nag.
I using the drivers for the 086b for my guncon2, the official version is only compiled for 64bit ..
-
My build is also available as 32 bit application.
If You are looking for official groovymame then http://forum.arcadecontrols.com/index.php/topic,151459.msg1677161.html#msg1677161 (http://forum.arcadecontrols.com/index.php/topic,151459.msg1677161.html#msg1677161) or better https://b4nd1t0.blogspot.it/ (https://b4nd1t0.blogspot.it/)
BTW. 2019 is last year for 32builds. From 2020 I'm going to build only x64 version.
-
ok,
Sorry, I did not see the link that was on the first page.
-
Versions 207 is out. Neo Geo raster hack is still a bit broken (Sengoku 2 title screen zoom is not correct but other games should be ok).
Reorganized downloads section to simplify management - all versions starting from version 203 will be there and have invidual subdirectories.
-
@Haynor
Does your latest build include Direct3D9Ex ? There's a user in another thread trying to use your build on XP because they have an ancient video card that needs the non-power-of-two texture change but they are having issues...
http://newforum.arcadecontrols.com/index.php/topic,159811.0.html
-
You have everything in first post - D3D9ex -> 64bit; D3Dfix -> 32bit.
-
Hello haynor666
Thank you so much for the 32bit version !
This will keep our hobby alive !
Thanks
Marcos
-
Version 208 is out.
-
Hello haynor666
Thank again for the 32bit version !
Thanks
Marcos
-
Hi all!
a few weeks ago i downloaded from here a recent groovymame v0.203 x32, now i'm looking for highscore.dat.
where i can find it, someone can help me?
-
Download official mame package and look into plugins directory or from http://highscore.mameworld.info/download.htm
Build 209 is almost prepared, it only needs updated groovymame patch.
-
Version 209 is out.
-
Thanks for your effort.
Do you know by any chance if the Golden Tee series sounds are fixed? Since 201 they're all over the place. Maybe interesting for you to look into?
-
Personally I'm not interested in golf games and I have don't have skills for this.
You may try to report problems to mametesters.org
-
Thanks a lot!
Are the patches the same for 208 and 209?
-
Patches from version 208 works in 99,8%. One single fix was needed. Updated archive is already uploaded.
-
great!!
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Hello, please go easy on me. I've used Mame64 in the past but want to transition to Groovy Mame for the CRT support.
Do I simply download your build and overwrite the mame application file with your groovymame64_208 file?
Thank you in advance. :)
-
Hello, please go easy on me. I've used Mame64 in the past but want to transition to Groovy Mame for the CRT support.
Do I simply download your build and overwrite the mame application file with your groovymame64_208 file?
Thank you in advance. :)
You can use official mame directory structure and support files, and just execute the new (patched) binary. It helps on windows if you copy the binary to mames root directory. Can replace official mame binary, or rename new (patched) binary.
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Hello, please go easy on me. I've used Mame64 in the past but want to transition to Groovy Mame for the CRT support.
Do I simply download your build and overwrite the mame application file with your groovymame64_208 file?
Thank you in advance. :)
You can use official mame directory structure and support files, and just execute the new (patched) binary. It helps on windows if you copy the binary to mames root directory. Can replace official mame binary, or rename new (patched) binary.
Greatly appreciate it, ty.
-
I think I should mentioned this in first post :]
-
Version 210 is available.
I removed patches for version 201 (actually copy/paste from version 200 but without proper corrections). I also build and upload old version 202.
-
Thanks for your builds! Love them!
-
Version 211 is available. Taito F3 hacks needs testing.
-
Taito F3 hacks
What do they do?
Edit: Is it just this?
- some video fixes in taito_f3 driver (continue screen in Greed Seeker is now visible, the same goes to intro text in Arabian Nights)
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Hello haynor666
Thanks a lot for your 32bit version !
Long life to the hobby !
Thanks
Marcos
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@Recapnation
It fixes these two games and I already can confirm that fixes still works.
-
Thank you. Does the Arabian Magic hack fix this too?
https://mametesters.org/view.php?id=00147
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I don't remember but author of hack mention only text in intro screen.
-
Thank you haynor666. I compiled 0.211 with patches for linux. Hoping to patch some previous versions and compile on mac too. https://github.com/keilmillerjr/mame-diffs
Has anyone tested current mame on rpi4 yet? Waiting for an updated retroflag case. Curious if the faster hardware will yield a playable speed. 3b+ wasnt quite there yet.
-
I now have compiled 0206-0211 linux binaries. Also compiled mac os x 0211. I didn’t include the groovymame patch in the mac binary. I should have no problem keeping up with the linux and mac binaries. Not sure how far back I will compile. I generally update my romset every month. Not sure about others. But I do provide compiling instructions.
Thank you calamity, mkchamp and haynor! :cheers:
Edit: 0202-0211 mac and linux binaries compiled
-
While I'm compiling version 212 I should mention changes:
Implemented hacks from ARCADE32/64 to cpu/psx/irq.cpp and machine/idehd.cpp to make Primal Rage 2 working. I was never interested in this game but since it is fixed in ARCADE32/64 then why not.
Re-added Truxton 2 stereo sound support. It was lost after I removed samples support.
Added deniam.cpp changes to fix trash in games that are in this driver.
Added fixes to midas.cpp just like in ARCADE32/64 to stay in line with neo geo hacks.
Re-added audio boost in m72.cpp driver.
-
Hi all,
I'm having some issues with the hiscore plugin with this release (probably this was also the case earlier, just I didnt notice until now).
Other plugin (at least the data plugin seems to work fine).
I replaced the mame64.exe (0.212) with the old one in my other installation (0.205) where the hiscore plugin works fine, and it stopped saving hiscores.
When I get back to the original mame64.exe (0.205) it works again.
Any ideas what could be causing this issue? I recall seeing some similar issues googling a bit with the boot.lua where it throws some sort of indexing error, but no real clues if that could be causing it.
Attaching some ini (.txt) files maybe these help :)
Thanks a lot in advance for your support !
-
I didn't modified groovymame part at all. Did You tested official groovymame ? Did You get plugins directory from latest mame ?
-
Hey, sorry, yes after some tweaking I sorted it out. It was a problem of my mame.ini, tried one from a clean GM install and worked fine. I had some old parameters that were replaced during this time and did not notice until now.
Thanks anyway!
-
I don't update groovymame too often but everytime it's best to re-generate at least main ini file. All other inis usually have one or two lines so it's not necessary. I suggest to get latest plugins directory from official mame.
-
Thanks for the advise, for sure I'll do that more regularly from now. In fact, regenerating the ini not only fixed the hiscore issue, but also some resolution issues I had for vertical games :cheers:
-
Version 213 is out.
I changed resolution in Go Go Mr. Yamaguchi to get rid of black bar at the bottom.
Audio hack for dec8 games is removed - it is fixed now in official mame.
-
great!
-
I'm glad is usefull. But there was problem with incomplete patch for Go Go Mr. Yamaguchi. I had to recompile both versions and re-upload.
-
Just re-downloaded!
Thanks a lot
-
Hope your 0.214 build is out soon, love your builds! :applaud:
-
Me too!! I'm waiting 0.214 32bit to test the fixes of cps3 on my crt.
-
Same here!
Waiting for your build for my arcade cabinet :)
-
Hello,
I have Windows XP 32 bits and until version 0.211, groovymame works fine but when I try to run versions 0.212 or 0.213 I get an error saying that dwmapi.dll is not found.
Any fix on that?
-
I'm sorry for delay but real life plus Borderlands 3 caught me. I'll try build new version tomorrow.
-
Thanks Haynor666!!! :applaud:
-
Hello,
I have Windows XP 32 bits and until version 0.211, groovymame works fine but when I try to run versions 0.212 or 0.213 I get an error saying that dwmapi.dll is not found.
Any fix on that?
While waiting for 0.214 i tried 0.213 and have the same error. Have you found a solution?
-
Maybe it is a matter of compiling with static libraries instead of compiling with dynamic libraries.
-
Maybe it is a matter of compiling with static libraries instead of compiling with dynamic libraries.
In that case let's hope haynor666 take this into consideration in order for us to be able to enjoy 0.214 too. 0.211 is working fine fire me too but not 0.213...
-
Does this include an option to save autofire cheat settings?
-
No, but MAME comes with an autofire LUA plugin now, so both standard Groovy and ARCADE variant have it too.
In mame.ini at 'plugin' just write 'autofire'.
-
The plugin even with your recommendation doesn't work for me for the joystick (tested dinput and xinput) only the keyboard (hotkey setting), if it worked I could autogenerate autofire .cfg files for all shmups.
The autofire cheat instead does work, but I have to enable it each time (doesn't save)
-
The LUA autofire plugin does work. I have no emus installed on that computer here to take a look so maybe I forgot what the right setting are but it is a thing (was added to MAME like a few builds ag, I've used it)
EDIT: maybe they've changed how to use it, dunno, i'll have a look tomorrow. It's very new so they've made changes to it like every build since its introduction.
EDIT2: yeah it works as I described. Maybe you meant you couldn't figure how to make it work? me neither the first time, it's pretty confusing, and of course there's no documentation on it.
To begin I think (to be confirmed tho) that the AF-enabled button (hotkey) can't be same as the default one, this is to allow having both the normal and its AF-enabled duplicate on the same controller if desired. So it's up to you to arrange your inputs for that, but you can assign a button away like on the keyboard if you don't want to keep both on the same controller.
Then the frame press/release arrangement is pretty self-explanatory.
Settings are saved in .cfg's
-
Is the compiled 32bit version planned?
-
@haynor666: thanks for the update!
@schmerzkaufen: finally I made it work, hotkey... well button I'd say. I mapped it to a strange RT and it worked, so I cannot map button_1 or button_2 to autofire... or I might, but then I have to mess with my ctrlr file to repurpose button_1 and button_2 somewhere else in my controller and make room for autofire... I will think something up with a script, gotta be creative.
-
Both editions are online, I forgot to mention ;)
-
Is the compiled 32bit version planned?
This is what I'm looking for too!
-
Is the compiled 32bit version planned?
This is what I'm looking for too!
Nice thank you!!!! Do you think that the missing dwmapi.dll error some of us getting on 212 a d 213 32bit is going to be fixed on the 214?
-
I didn't tested 32 build in 32bit env. or XP. I'm affraid error might pop up also here. Mamedev abandoned XP long time ago and I'm abandoning 32 build at the end of year.
-
I didn't tested 32 build in 32bit env. or XP. I'm affraid error might pop up also here. Mamedev abandoned XP long time ago and I'm abandoning 32 build at the end of year.
214 32bit file is not on mega folder...
-
It is now. Thanks for spotting this ;)
-
The missing dwmapi.dll error still happens in 214 :'( Could you, please, provide a fix?
-
I'm sorry but I don't know how :(
-
The missing dwmapi.dll error still happens in 214 :'( Could you, please, provide a fix?
if someone finds a workaround for winxp 32bit and dwmapi.dll error, please post it here, even though i don't think that this is going to be fixed. Even the unpatched official mame 0.214 build doesn't boot, giving another error on winxp 32
-
IMPORTANT NEWS
Two months before I was planning but...
Version 215 will be (probably) last version built for x86 systems. It was always built for XP in mind but mamedev now abandons x86 builds and also abandons 5.3 tools as well (which I use for XP/x86 build due compability reasons).
-
Yes 0.215 will be the last for XP. I tried building the latest git (will be in 0.216) with 5.3 and it does not compile. So, the end.
-
Personally not a big problem. I don't use x86 systems from long time not too mention XP. I think most people knew what will happen soon.
-
Original mame dev team statement for curious people : https://www.mamedev.org/?p=474
in 2019, maintaining 32bits software is a paradox ... (yeah, same would go for CRT display ;D)
-
What about XP's kernel evolutions, namely 64-bit XP and the successive (and last iteration) Windows Server 2003 (which comes in both 32 and 64 bits).
I've been using a super stripped down 2003 installation, 64-bits with huge satisfaction. It's basically the last evolution of Windows XP, but with better hardware support and 64-bits. When you remove everything from it, it's basically an improved Windows XP.
EDIT: before I get flooded with messages like in the past, just google it, it is part of a suite named Windows XP 2003 eXPerience Edition October 2011.
-
CRT is a different thing - we need this CRTs to get picture close to real hardware. groovymame is designed to run on CRTs and we have still options to do this.
On the other hand 32 bit systems are limiting usage of modern hardware and probably limiting mame as well. As for XP itself - I would like to keep compatibility but mamedev abandoned XP long time ago and with recent tools will not be possible to build XP compatible exe. XPx64 it's abandoned long time ago. It was very niche system anyway.
It's time to move on people to at least 7x64.
-
That's really a pity.
My setup was almost instant-on, with w7 even with an SSD I won't get the same boot times (and I'll have to put some more RAM in it, sadly).
-
Looking forward to 0.215 :notworthy:
-
xp 32bit ,dwmapi.dll is not found. solution was found ?, or in the next and last version 215 will be solved.
-
I'm sorry but I don't have solution for this.
Version 215 is out.
-
xp 32bit ,dwmapi.dll is not found. solution was found ?, or in the next and last version 215 will be solved.
It looks like it's looking for the Destktop Windows Manager extension which is present only from Vista onwards.
Although there's another user here who said that it worked fine on his end (I think it's in the main discussion thread).
-
It looks like it's looking for the Destktop Windows Manager extension which is present only from Vista onwards.
Although there's another user here who said that it worked fine on his end (I think it's in the main discussion thread).
I think this is caused by the change we introduced in Switchres v0.017o to reduce latency in bgfx. Or does this problem also happen with baseline MAME and XP?
-
No clue unfortunately but one of those days I wanted to bring up a couple virtual machines and do some testing to try understand what's going on.
I've always felt that a stripped down windows 2003 64 bit installation is the best possible OS for GroovyMAME.
-
mame0216 is an awesome release. Can’t wait for the patch update so I can start compiling and testing!
-
Version 216 is out.
-
according to this: http://www.mameworld.info/ubbthreads/showthreaded.php?Cat=&Number=384077&page=0&view=expanded&sb=5&o=&fpart=1&vc=1
is this possible for anyone to build at least a .215 for WinXP 32 using using GCC 5.3 (gcc7.2 according to user pmc3 or whatever it needs to run on xp), in order to have at least the latest (maybe) possible groovymame for our dinosaur pc?
EDIT: the 0216 builds on emu-france.com works great on my win32 XP! thank you pmc3 !
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Thank you for the patch update! Added the following 64-bit bins to https://gitlab.com/arcademvs/mame/
mame0216_64bit_linux_gs
mame0216_64bit_linux_gsv
mame0216_64bit_linux
mame0216_64bit_mac_sv
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I am glad that my mame derrative is usefull on other systems. Thanks for those builds :)
-
Version 217 is out.
From this version I'm using MinGW 9.2.0 (mame latest compiling tools). x64 binary will be available in next hour.
Because latest groovymame patch is created differently (git?) than previous I uploaded also modified sources.
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Version 217 is out.
From this version I'm using MinGW 9.2.0 (mame latest compiling tools). x64 binary will be available in next hour.
Because latest groovymame patch is created differently (git?) than previous I uploaded also modified sources.
Patch for groovymame is still available. Still retaining patches allows you to choose what you need.
-
Of course it is. I had problems with applaying it to my source using patch.exe from MinGW so I modified it a bit.
Problem was with entries like
diff --git a/scripts/src/emu.lua b/scripts/src/emu.lua
index 1561bb1b69..c311baa932 100644
--- a/scripts/src/emu.lua
+++ b/scripts/src/emu.lua
which was like this
diff --Nru scripts/src/emu.lua b/scripts/src/emu.lua
--- scripts/src/emu.lua
+++ scripts/src/emu.lua
Calamity actually mentioned what should be done to bypass this but I didn't spot this on time.
Anyway there was error in my source so I've uploaded new one. Binary is fine.
UPDATE
I forgot to mentioned another taito_f2 fix for pbobble4 for missing graphics. Patch was derrived from ARCADE64/created by dink.
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That is an extended header. I believe the unix patch utility will ignore it. I dont think the windows patch.exe is good utility. We can always strip it manually. Any chance of still releasing patches?
-
My patches are fine. Last fix for version 217 should be ok. It work with windows patch.exe. Groovymame mame and d3d9ex patches are also working with patch.exe just fine with command -p1.
Because putting modified groovymame main patch as well d3d9ex patch would be confusing I once again re-uploaded 217 patches archive. This time only various fixes are in archive.
Fix for old video cards is abandoned as well x32 builds.
-
Version 218 is out.
-
Thank you! :cheers:
-
Version 219 is out.
-
Still waiting for mame 0.220 release
-
So far we don't have even official 220 release so we are waiting.
-
thanks for supplying these builds. Any plans when to do 0.220?
-
It seems MAME 0.220 comes with some long-awaited fixes. Do you know which games are affected by this, Haynor?
taito_f2.cpp: Fixed sprite/tilemap priorities. [cam900]
-
I don't have idea what they fix in taito f2 driver. I've made some modifications only to taito f3 driver.
Build 220 is ready. This is first version I compiled under windows 10. I
EDIT
hope everything is fine.
Looks like it is :)
-
First of all congratulate the community for the great work of aid.
My question is the following, are the `` patches '' files compile to the 32-bit version? if not, how could the latest 32-bit version be compiled? Thanks in advance.
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I'm in a tricky spot with my old Pentium 4 windows XP machine. I'm running GM 0.211 32bit (The last one which actually still works on XP) but I'm a big fan of Golden Tee games. They have major audio issues in version 0.211 which were fixed in 0.212. but 0.212 won't run on XP. Basically I need a custom made version of 0.211 which includes ONLY THESE FIXES from 0.212:
https://github.com/mamedev/mame/commit/2cd43e6b7ce0c1fbcad506f33172c3403a923164
Any ideas?
Edit:
If anyone here has the ability to compile this for me (with hiscore and nonag of course, plus support for older video cards) I'll pay $20 for your time once I can confirm working.
Sent from my Redmi Note 7 using Tapatalk
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I'm in a tricky spot with my old Pentium 4 windows XP machine. I'm running GM 0.211 32bit (The last one which actually still works on XP) but I'm a big fan of Golden Tee games. They have major audio issues in version 0.211 which were fixed in 0.212. but 0.212 won't run on XP. Basically I need a custom made version of 0.211 which includes ONLY THESE FIXES from 0.212:
https://github.com/mamedev/mame/commit/2cd43e6b7ce0c1fbcad506f33172c3403a923164
Any ideas?
Edit:
If anyone here has the ability to compile this for me (with hiscore and nonag of course) I'll pay $20 for your time once I can confirm working.
Sent from my Redmi Note 7 using Tapatalk
The OP doesn't compile x86 version yet.
I did it myself, check it (removed):
******************
Backup your mame.ini first if you want keep your config.
And you can add the latest unnoficial hiscore.dat from
https://highscore.mameworld.info/hiscoredat.zip
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I'm in a tricky spot with my old Pentium 4 windows XP machine. I'm running GM 0.211 32bit (The last one which actually still works on XP) but I'm a big fan of Golden Tee games. They have major audio issues in version 0.211 which were fixed in 0.212. but 0.212 won't run on XP. Basically I need a custom made version of 0.211 which includes ONLY THESE FIXES from 0.212:
https://github.com/mamedev/mame/commit/2cd43e6b7ce0c1fbcad506f33172c3403a923164
Any ideas?
Edit:
If anyone here has the ability to compile this for me (with hiscore and nonag of course) I'll pay $20 for your time once I can confirm working.
Sent from my Redmi Note 7 using Tapatalk
The OP doesn't compile x86 version yet.
I did it myself, check it:
https://drive.google.com/file/d/1UQMHMVg4WsHeoZGHcYaPFKfBcZ8LnWOv/view?usp=sharing
Backup your mame.ini first if you want keep your config.
And you can add the latest unnoficial hiscore.dat from
https://highscore.mameworld.info/hiscoredat.zip
Is this just version 0.220? Not the custom build I mentioned above? Does it include support for the old graphics cards n such and actually work on XP?
Update: I just tried it, gettickcount64 error. Nope, doesn't work.
Sent from my Redmi Note 7 using Tapatalk
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Update: I just tried it, gettickcount64 error. Nope, doesn't work.
Ok, it seems I need to downgrade my compilers...
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OK, please test:
https://drive.google.com/file/d/14lzDnRVk4VeJHq_7hmTEb18juXtlVMdx/view?usp=sharing
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OK, please test:
https://drive.google.com/file/d/14lzDnRVk4VeJHq_7hmTEb18juXtlVMdx/view?usp=sharing
Ok hold on a second here. We might have something. Initial impressions are promising, it's working. Let me check some stuff out, pm me an email I can send money to.
Sent from my Redmi Note 7 using Tapatalk
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OK, please test:
https://drive.google.com/file/d/14lzDnRVk4VeJHq_7hmTEb18juXtlVMdx/view?usp=sharing
Ok hold on a second here. We might have something. Initial impressions are promising, it's working. Let me check some stuff out, pm me an email I can send money to.
Sent from my Redmi Note 7 using Tapatalk
Keep your money... :cheers:
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OK, please test:
https://drive.google.com/file/d/14lzDnRVk4VeJHq_7hmTEb18juXtlVMdx/view?usp=sharing
Ok hold on a second here. We might have something. Initial impressions are promising, it's working. Let me check some stuff out, pm me an email I can send money to.
Sent from my Redmi Note 7 using Tapatalk
Keep your money... :cheers:
josete2k I just want to thank you SO much. I've been playing Golden Tee all day! I tried explaining to my wife that a very kind stranger on the internet custom built a very specific build of an emulator for me just so I could do this, and she just sort of stared at me. I'm just amazed at what a community we have in these forums. THANK YOU!
Edit with a photo:
(https://uploads.tapatalk-cdn.com/20200503/b774d2043374f3c50a191448b43bce86.jpg)
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Glad to help you.
Nice cab.
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If someone needs to compile for old winxp 32bit:
- download: msys64-32-2017-12-26.exe from mamedev.org
- start: win32env.bat
- type: configure32.bat
- cd to source folder
- type: make SYMLEVEL=1 SYMBOLS=1 STRIP_SYMBOLS=1 NOWERROR=1 -j5
It will compile with gcc 7.2 (compatible for xp) not considering warning as errors.
I've tried with success today!
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-j5 is for quadcore cpu - j3 if you re using a dual core for compiling.
You can add target=ARCADE for arcade only builds (non mess).
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Haynor, since mame ~214 you missed one line in neogeo driver patch:
@@ -767,6 +768,7 @@ void neogeo_base_state::adjust_display_position_interrupt_timer()
void neogeo_base_state::set_display_position_interrupt_control(uint16_t data)
{
m_display_position_interrupt_control = data;
+ m_sprgen->m_neogeo_raster_hack = m_display_position_interrupt_control;
}
then m_neogeo_raster_hack never update his irq/flag and produces gfx errors in wjammers :)
Thanks for your work! :cheers:
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Indeed, it was missing from version 216. Thanks for spotting this D_Skywalk :cheers:
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Version 221 is out with some corrections. Please test neogeo hack as well resolution changes. Should be ok but I might miss something.
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Add this code to patch Terry train stage on Garou - Mark of the Wolves:
void mvs_led_state::garou(machine_config &config)
{
mv1_fixed(config);
cartslot_fixed(config, "sma_garou");
m_screen->set_visarea(38, 342-1, NEOGEO_VBEND, NEOGEO_VBSTART-1);
+ m_maincpu->set_clock_scale(0.98);
}
This underclock the cpu to 11.76MHz
Garou before:
https://www.youtube.com/watch?v=nq1bL5_JqA0
Garou after:
https://www.youtube.com/watch?v=hqfjfvlfGC0
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Thanks @haynor for these builds, have previously been using standard GM, and all the little fixes you've applied are great. My restored Egret IIs are very happy :D
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You can also simply use the OC slider since Groovy saves it: http://forum.arcadecontrols.com/index.php/topic,158665.msg1673359.html#msg1673359
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I always thought this had to be fixed via emulation :laugh2:
How does one set the OC in mame? When i go to the slider controls tab, all i see is the frame delay option which can be tuned from 0 to 10 only.
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Ah yes, you have to turn cheats on in the mame.ini to see the CPU slider.
(under CORE MISC OPTIONS)
cheat 1
The slider doesn't show % decimals so it can be difficult to adjust with precision, hence also quoting the slider value recorded in the game's config file (garou.cfg find it in the cfg folder)
There probably aren't many games needing super precise OC, but it's a good thing to know.
I think the neogeo driver must be among the most correct now, at least code-wise, but since MAME lacks wait states emulation even the best drivers will run games inaccurately, even with a proper 15khz setup.
To get 'grail' like things like wait states emulation or beam racing I think they'd need to rewrite almost everything, huge part of the emulator, drivers, even redump games.
So you know...MAME redone almost from scratch...will never happen. Or we'll be so old we won't care anymore (prolly already the vast majority of ppl don't care/know about accuracy, and the arcades nostalgia is seriously fading with the growing numbers of new emu users who didn't grow up thru the same era)
Anyway, we can hack like this, guess it's better than nothing eh. ^^
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Good to know, thanks so much! I was indeed waiting for a MAME fix but somehow had the impression this would never happen, too :)
I changed the settings for Garou and SF2HF and working great now :) Are these the only 2 games that need this tuning? I guess there are more from CPS1/2/3 :)
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@haynor666 I´ve compiled the 32bit groovymamearcade with your fixes (I've added the @giro 's Garou fix and the suppression patch too):
https://www.mediafire.com/file/5xdfncp36o40r8p/groovymamearcade_0221_x86.rar/file
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Maybe another interesting "hack" to add? On outrunners you always only have sound thru the left speaker, since in the arcade the right speaker is on the other players cabinet.
Destruk on another forum said to have fixed it in the sega driver. Maybe you can add this, so we have also sound thru the right speaker?
ps:love this build!!
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Version 222 is out.
I'm sorry but I don't have too much time right now so no new additions. I'll try examine those fixes for next release.
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Good to know, thanks so much! I was indeed waiting for a MAME fix but somehow had the impression this would never happen, too :)
I changed the settings for Garou and SF2HF and working great now :) Are these the only 2 games that need this tuning? I guess there are more from CPS1/2/3 :)
Oh I haven't looked deep enough because I've been focusing on Cave cv1k hardware for a while, diving into the games from time to time to adjust the sliders, but yeah it seems there are a lot of little adjustments we can make on several hardwares like neogeo and Capcom indeed. OC does not replace true emulation but is still great considering some games haven't had any fixes for decades because the limits of MAME's design are the issue.
Then of course whatever findings can be turned into 'OC patches', why not, but I like Groovy's way because it's not definitive, we can readjust any game anytime.
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Compiled 32bit 0.222 with OP's patches... Please, test.
https://www.mediafire.com/file/9gvybl2k5m1ikmt/mamearcade_0222.rar/file
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Thanks josete2k. I'm personally not interested in 32 builds just like mame devs and Calamity but it's nice to see that someone can still help 32bit users :)
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Compiled 32bit 0.222 with OP's patches... Please, test.
https://www.mediafire.com/file/9gvybl2k5m1ikmt/mamearcade_0222.rar/file
Thanks for this. There are still 32bit users out there (like myself). I appreciate this immensely!!! Will test this afternoon :)
Sent from my Redmi Note 7 using Tapatalk
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Hello josete2k
Do you have a complete 32bit version of the 0222b, i mean arcade, console, computers, just like the regular one etc.
Thanks
Marcos
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Compiled 32bit 0.222 with OP's patches... Please, test.
https://www.mediafire.com/file/9gvybl2k5m1ikmt/mamearcade_0222.rar/file
It's tested and working perfectly btw. Thanks again. Simpsons plays weird on this version of MAME, so going to stick with .220 until your next release sir. Cheers :)
Sent from my Redmi Note 7 using Tapatalk
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Compiled 32bit 0.222 with OP's patches... Please, test.
https://www.mediafire.com/file/9gvybl2k5m1ikmt/mamearcade_0222.rar/file
It's tested and working perfectly btw. Thanks again. Simpsons plays weird on this version of MAME, so going to stick with .220 until your next release sir. Cheers :)
Sent from my Redmi Note 7 using Tapatalk
There are some changes in the simpsons.cpp driver... Try to update your rom.
http://adb.arcadeitalia.net/dettaglio_mame.php?game_name=Simpsons&arcade_only=0&autosearch=1
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MAME 0.223 has this:
[simpsons]: correct refresh rate
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Calamity used to have a patch for vertical games like Frogger/Scramble (which are based on the galaxian driver) to force 256 rows in switchres instead of 768 rows when played on a horizontal screen.
This patch was removed in the official groovymame since switchres v0.015k.
Could you reapply this patch to your version?
Best regards,
Sascha
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Groovy mame ARCADE 0223 XP 32bit
https://www.mediafire.com/file/zrcr9x2h3jtp4to/groovymamearcade_0223_x86.rar/file
no custom patches, only suppression and old video cards
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Version 223 is out.
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My hero ;D
Thanks man, waiting for this.
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Anyone having issues with Legend of hero tonma ?
Game doesn't run since 0.222 on my side, my romset is up to date.
Works fine with 0.212 build though.
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Anyone having issues with Legend of hero tonma ?
Game doesn't run since 0.222 on my side, my romset is up to date.
Works fine with 0.212 build though.
just tested with haynor's .223 build and it's working fine for me.
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Thanks, I don't know what broke it.
R-type or hammering harry run as intented, but with this one, no dice. :badmood:
The ui says it's mlssing a file ie "tom_c-pr-b.ic1" and cannot be run but the file is in the zip.
I tried to extract the archive, recompress it to zip, 7z whatever, same issue.
Well since it's working on your side, the problem must be on my hand but I have no clue atm.
No biggie mind you, I'll just stick with gm 0.212 on this one. It's just I don't like not solving such simple matters.
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The ui says it's mlssing a file ie "tom_c-pr-b.ic1" and cannot be run but the file is in the zip.
Team Europe recently dumped that MCU and confirmed that the version MAME had been using is good.
https://team-europe.blogspot.com/2020/08/legend-of-hero-tonma-world.html (https://team-europe.blogspot.com/2020/08/legend-of-hero-tonma-world.html)
The M72 driver was updated 3 days ago with this commit (https://git.redump.net/mame/commit/src/mame/drivers/m72.cpp?id=1214466c42997763dcbf82f44e46d20c73fafcd2) showing that the hash for that file should still be SHA1(ca800ce7467efb877d0fff4c47d72478a991e2a9).
Check the SHA1 hash for your version of that file to see if it's an incorrect/corrupted ROM or if there's a problem with your installation of MAME.
If the ROM is incorrect/corrupted, try copying/renaming "c8751h.bin" from lohtb3.
- File contents and hash should be the same.
Scott
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Hey, thanks for pointing out directions. Sha1 and crc values are OK, I've alreading checked them.
What's driving me insane is that amongst all versions, only lohtb2 and lohtj are correctly working, all others kick me out.
Since it's a split romset, I'll try with a merged and then a non merged one.
EDIT : OK problem solved, I'm dumb as f..., mame.ini wasn't pointing to the correct rom folder :banghead:
Thanks everyone.
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Just to remind - I never change roms definitions in my builds like like groovymame official.
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Version 224 is out.
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Version 224 is out.
thanks a lot!
Haynor, did you apply the nonag patch as well? seems no longer working in 0.224 :)
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I'm rebuilding this version. Perhaps I miss this patch ::)
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thanks a lot!
Haynor, did you apply the nonag patch as well? seems no longer working in 0.224 :)
Maybe it has something to do with this?:
https://git.redump.net/mame/commit/?id=ea764f2a5e3071ee5d39fb7da8cd08948af086f6
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That commit is for 0.225.
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Should be fixed now. Please re-download last version.
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working perfectly now! once again, thanks for your awesome work! :cheers:
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Add this code to patch Terry train stage on Garou - Mark of the Wolves:
void mvs_led_state::garou(machine_config &config)
{
mv1_fixed(config);
cartslot_fixed(config, "sma_garou");
m_screen->set_visarea(38, 342-1, NEOGEO_VBEND, NEOGEO_VBSTART-1);
+ m_maincpu->set_clock_scale(0.98);
}
This underclock the cpu to 11.76MHz
I forgot to add this fix last time. Will be in 225. For segas32 fix I have to examine carefully this because source is really old.
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Hi! just curious, can a similar hack be implemented to slow down the speed on sf2hf?
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Fort f. sake. The braindead obtuseness of the regular old nerds at the groovy subforum is why GroovyMAME's not aknowledged nor understood by the bulk of emulators users despite it being superior in so many ways to everything else in the world of arcade emulation, I want to slap people every time I visit.
@alex2005: basically there's a saving CPU% slider in Groovy since iirc v0.205, you can overclock and underclock while playing any game and your settings will be saved (in the cfg folder)
Read the previous page for more details and how to use that.
Hardcoding machineconfig patches for overclocking/underclocking games has become totally obsolete since the implementation of that obvioulsy superior feature.
The '98%' CPU fixing Garou's buggy background @ train stage is what I've found some time ago thanks to that feature, it took me only minutes to find it, and someone wasted time turning that find into a patch because they're too lazy to read Groovy's main release thread and actually realize the awesome features Calamity & Co. have been implementing.
Like, hey, something incredible they've made like days ago again, huge progress for tons of users with that new feature, and there's like only a handful of ppl - not exaggerating - who noticed.
Imagine if Groovy had like, what, just a single f*ing twatter account - the only way ppl will notice anything on the internet these days - well NOPE. :dunno
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Imagine if Groovy had like, what, just a single f*ing twatter account - the only way ppl will notice anything on the internet these days - well NOPE. :dunno
I'm thinking of jumping directly into tik tok.
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I'm thinking of jumping directly into tik tok.
Best 2020 idea ever ! so retro, so CRT :laugh2:
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If he wears nekomimi that'll go smoothly. =^^=
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GroovyMame 0.225
ARCADE XP 32bit
Nonag active
HiScore active
http://www.mediafire.com/file/jgur9kk00pg7rmq/groovymamearcade0225x86.rar
Warning!!! Custom "mame.ini" included, please backup your ini before.
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Hi!
I have compiled my own versión for my cabs.
Mame 0.225
Patchs:
- 0225_groovymame_017s
- d3d9ex
- 224_03_various_fixes (Haynor666)
- suppression_0224u3 (No nag)
Compiled only the arcade part and only the executable is included.
Use over GroovyMAME 0.225 distribution.
You can download here:
https://drive.google.com/file/d/1GL8Tk4Jv9R7Nt2ShvdYAiQsduYdLkTlr/view?usp=sharing (https://drive.google.com/file/d/1GL8Tk4Jv9R7Nt2ShvdYAiQsduYdLkTlr/view?usp=sharing)
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-j5 is for quadcore cpu - j3 if you re using a dual core for compiling.
You can add target=ARCADE for arcade only builds (non mess).
Hi josete2k, i have compiled as suggested from antoniomauro, but when i run my compiled mame.exe on xp x32i receive this error:
The procedure entry point GetTickCount64 could not be located in the dynamic link library kernel32.dll.
why? can you help me? i need to compila mame 0.217 with no nag and highscore for my old ati 9250
this is my how-to for dummies:
C:\msys64>win32env.bat
Copying skeleton files.
These files are for the users to personalise their msys2 experience.
They will never be overwritten nor automatically updated.
'./.bashrc' -> '/home/ala//.bashrc'
'./.bash_logout' -> '/home/ala//.bash_logout'
'./.bash_profile' -> '/home/ala//.bash_profile'
'./.inputrc' -> '/home/ala//.inputrc'
'./.profile' -> '/home/ala//.profile'
'./.vimrc' -> '/home/ala//.vimrc'
[MINGW64] C:\msys64\src>C:\gnu\bin\patch.exe -p0 -E < C:\msys64\suppression_0217u2.diff
patching file src/emu/render.cpp
patching file src/frontend/mame/ui/mainmenu.cpp
patching file src/frontend/mame/ui/ui.cpp
[MINGW64] C:\msys64\src>C:\gnu\bin\patch.exe -p1 -E < C:\msys64\0217_groovymame_017p.diff
patching file scripts/src/emu.lua
patching file scripts/src/osd/sdl.lua
patching file scripts/src/osd/sdl_cfg.lua
patching file scripts/src/osd/windows.lua
...
...
...
[MINGW64] C:\msys64\src> cd ..
[MINGW64] C:\msys64\> cd win32
[MINGW64] C:\msys64\win32> config32.bat
[MINGW64] C:\msys64\win32> cd ..
[MINGW64] C:\msys64\> cd src
[MINGW64] C:\msys64\src> make SYMLEVEL=1 SYMBOLS=1 STRIP_SYMBOLS=1 NOWERROR=1 -j5
EDIT: ok sorry i think i have found, i was on MINGW64, i think i din't run config32.bat or booh
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Fort f. sake. The braindead obtuseness of the regular old nerds at the groovy subforum is why GroovyMAME's not aknowledged nor understood by the bulk of emulators users despite it being superior in so many ways to everything else in the world of arcade emulation, I want to slap people every time I visit.
@alex2005: basically there's a saving CPU% slider in Groovy since iirc v0.205, you can overclock and underclock while playing any game and your settings will be saved (in the cfg folder)
Read the previous page for more details and how to use that.
Hardcoding machineconfig patches for overclocking/underclocking games has become totally obsolete since the implementation of that obvioulsy superior feature.
The '98%' CPU fixing Garou's buggy background @ train stage is what I've found some time ago thanks to that feature, it took me only minutes to find it, and someone wasted time turning that find into a patch because they're too lazy to read Groovy's main release thread and actually realize the awesome features Calamity & Co. have been implementing.
Like, hey, something incredible they've made like days ago again, huge progress for tons of users with that new feature, and there's like only a handful of ppl - not exaggerating - who noticed.
Imagine if Groovy had like, what, just a single f*ing twatter account - the only way ppl will notice anything on the internet these days - well NOPE. :dunno
That's true but some people does not know hot to fix/change this so I think it's still good idea to put this into source. Besides some CPS2 games like Giga Wing still have underclocked CPU speed in official source :)
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Yes CPS2 games are undeclocked by default (74% IIRC) by mamedev's choice but that's far from always being ideal.
Anyway, no matter how you present it, it's silly to hardcode that. The slider is the best solution to search and do many fine-adjustments.
Anyone can do it.
The only reason people are not using the saving CPU slider is that they ignore it exists, or are inept enough that they don't know how to turn 'cheats' on in the mame.ini
OR because as I've said so many times here and there but it's ignored by mamedev and Calamity & Co., the problem is the CPU% slider's full granularity not appearing in the UI (no decimals) which leaves the user blind for fine-tuning and forced to check and edit the .cfg's
Cools suggested it would be even better to directly show the Hz there instead of a %, in which he's probably right but that might not be easy to do, while showing just the decimals might be a simpler and quicker modification.
As per usual, I'll basically have to be the token a-hole wrestling devs in the mud for a year or two until one hears me over the "Im a victim dev slaving for evil ungrateful users" song that blasts in his head every time a user points an issue or requests something even worth consideration, and actually fixes that absurdity (the one who originally created the UI clearly made some odd choices btw, too bad he just abandoned it there)
I think haynor666 demonstrates it well there, it's the same story as with vsync_offset and the specific.ini's overlapping bug before, or even nvidia prescaling bug waaaaay before (Ive mentioned that one to mamedevs many times in like 15 years and it just got fixed); people are either so inept when it comes to using software - or way too skilled like the real nerds who dont use the UI nor inis and therefore dont experience the same problems as the plebs - that until the matter of useability is fully attended, an emulator's (or whatever other software) features have no chances to be noticed/understood/used by them, only the more or less power-users little demographics will know and that's how things stays stuck in the niche.
RetroArch is crap, but almost everything, including the incredible shaders settings (the only good reason to use RA), is controlled through the UI and the settings actually save.
When you ask something like that to mamedevs there's an absolute psychopath that pops up telling you to hang yourself and like finish dying with your entire family in a fire. I'm not even exaggerating.
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Hi everyone,
I was just wondering if there will be a version 0.225 by Haynor himself or not, as josetek and ID4 already uploaded their versions.
On this occasion, many thanks for this great patch, I can't imagine running my cab without it.
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It's uploaded. I've uploaded patch some time ago but I forgot to upload exe :)
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And now I found it :D
Many thanks!
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thank you very much
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Version 226 is out.
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Version 227 is out (yes, a bit late but it is). Last version with old groovymame code.
Version 228 will follow soon.
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...and version 228 is out.
Reorganised sources folder also a bit.
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My high scores disappeared when I updated from .226. I haven't moved any files, regenerated a mame.ini. Was something changed?
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Try to update Your plugins folder.
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Updating my plugins folder worked. Thank you!
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so these builds are based off of the original switchres? or the new 2.0
thanks
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Just like original groovymame up to version 227 builds are based on old 017 code. Starting from version 228 new code will be used.
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Version 229 is out.
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Thanks mate !
Always appreciated, I was waiting for it.
This is the 1st build with new switchres I’m going to test.
Hopefully everything will go smoothly.
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Thank You haynor! :applaud: :applaud:
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Hello haynor666,
Thank you for you post.
Could you tell me on your mega.nz what is the "patches.7z" ?
is there all your mods (nonag etc.) ?
because it's confused for me because for nonag you link MKChamp web site.
And, should i patch mame source to get the nonag and patch groovymame or should i patch groovymame source ?
thank you very much
Fred.
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No nag and Calamity patches You have to grab from respective sources. Only my own patch files are there.
Starting from version 225 You have to grab groovymame source from https://github.com/antonioginer/GroovyMAME/releases and then apply non nag patch and my own patch.
For many years patches file consisted of two files - dx8 patch (fix for old graphics cards and windows XP) and second file with all games modifications. Since I abandoned x32/XP builds Dx8 patch is obsolete.
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I built a cab 15 years ago that ran Mamewah and a CRT, and then real life happened. Now I'm ready to get it back up running with Groovymame. Will this version work with my old AVGA2 from Ultimarc, or will I be better off using an X1950 Pro (or alternatively a 9800GTX)? Thanks in advance.
EDIT: Been doing a lot of reading and although I'm not sure if the AVGA will work, I've decided to get a 5000-series card and do it the certain way. So never mind my question now.
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yay, mame 231 is out. Hopefully your build will be updated (lots of cool fixes in this version).
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I'm waiting for official GM 231 release.
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now we are at .232, maybe something good is coming.
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Let's hope so :)
I've fixed my U360 joystick and recently a play quite a lot but on version 229 of groovymame.
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This is helpful, Thanks!
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@haynor666
ok gogogo :) haha
https://github.com/antonioginer/GroovyMAME/releases
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Thanks, I didn't notice new version until today.
Right now in Poland in about 48 degree in sun - not the best weather to code/compile etc. I'try to build new version as soon as possible - at night probably :)
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Version 232 is out.
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Thanks Haynor, that was fast !
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@haynor666, looks like groovymame 0.233 is already out, in case you feel like compiling your excellent version ;)
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@haynor666, looks like groovymame 0.233 is already out, in case you feel like compiling your excellent version ;)
No point even asking until after official GM is out
Even then, he's pretty quick at getting his version out after that
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Version 233 is out :)
I'm usually looking for new version at the end of month but right in summer with all the heat and storms in Poland I'm not playing too much so thanks for remind ;)
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Thank you so much, haynor!! :cheers:
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If anyone has the MAME 196 64bit version of this, could they reupload please? Can't see any working links from earlier in the thread. Thanks!
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If anyone has the MAME 196 64bit version of this, could they reupload please? Can't see any working links from earlier in the thread. Thanks!
Just curious why ?
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My repository have versions starting from 200 but I have there earlier patches as well. Problem is I don't have binaries anymore and exe need to be compiled with tools from 2017.
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If anyone has the MAME 196 64bit version of this, could they reupload please? Can't see any working links from earlier in the thread. Thanks!
Just curious why ?
99,99999999999999999% of MAME user base just sticks with a certain version because "it works".
Updating ROM sets is a pain no one wants to go through.
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If anyone has the MAME 196 64bit version of this, could they reupload please? Can't see any working links from earlier in the thread. Thanks!
Just curious why ?
yeah, just laziness really! but I've bitten the bullet and updated everything to the newest version, so 196 no longer required.
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Gotta admit I really need a fresh set too but I have been procrastinating. :-[
Impressive these days how quickly a given full set gets an increasing number of obsolete roms over every new version following, because the updates even if ridiculously minor (slightly different syntax in found documentation? change all of a system's roms naming!!! info unearthed about a game's developer not actually enjoying chili sauce at the time he worked at that game company contrary to myth? : redump everything, ask users redownload period.), are plenty every month.
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@haynor666
Have you taught of setting up a github page?
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GM 0.234 is out !
Just sayin' >:D
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@haynor666
Have you taught of setting up a github page?
Not really. diff is fine for me.
GM 0.234 is out !
Just sayin' >:D
Version 234 is out. ;)
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Thanks man, I only upgrade my cab with your build ;)
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Version 235 is out.
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Many thanks :cheers:
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I have a dumb question, i always used this custom build replacing groovymame exe file.
Now i bought a VRR monitor, so i was using mame baseline but since i'm still interested to your fix (no nag, neo geo visible area etc etc) i replaced original mame.exe with yours. It all seems working fine, is it correct what i'm doing ?
thanks
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Almost. Groovymame just like my build have slightly different config file so it would be better to also regenerate config file.
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Version 236 is out.
Right there is only source upload. Looks like I forgot to upload exe file for 235 so now I have to build 235 and 236 as well :/
In next 5 hours both versions should be ready.
Exe version 236 is uploaded.
Forgotten exe version 235 is uploaded as well.
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anyone else have the mame game kram crash since the new update? the bezel comes up then the screen goes black and I cant exit and have to reboot. ran original groovymame 236 and it works. would have never noticed but my machine was on attract mode and the screen was black for 10 minutes looked at my front end log and it was kram was the last game.
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Version 237 is out.
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Thank you! I'm still using this compilation with my arcade cabinet :applaud:
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I have problems with no nag patch. There two options - build right now without no nag patch or wait some time for proper no nag.
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If this is derived from the official ARCADE64, then you don't need a nonag patch - it's got a built-in one that only needs to be turned on.
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Nonag source patch :http://mamestuff.lowtrucks.net/MKChamp/
The author has been idle 6 months, he caught back a bunch of versions at once ;)
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If this is derived from the official ARCADE64, then you don't need a nonag patch - it's got a built-in one that only needs to be turned on.
It was used form MKChamp source :/
BTW. Some old problems with audio for various Konami games has been (?) fixed so probably many hacks are not nedeed now. Someone could confirm proper audio in Super Contra, Aliens, Simpsons, Crime Fighters ?
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Audio fixes/hacks for various Konami games are not needed in version 239 now but would be nice to see confirmation from users if it's really ok.
Also audio fix Gradius, Galactic Warriors is not needed now.
Are there other hacks that are needed to remove? I didn't look closely into mame source for long time using old version in my semicab env so feedback would be welcome as well.
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Version 238 is out.
Version from 229 to 238 are renamed - removed 64 suffix just like in official mame.
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Version 239 is out
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Audio fixes/hacks for various Konami games are not needed in version 239 now but would be nice to see confirmation from users if it's really ok.
Also audio fix Gradius, Galactic Warriors is not needed now.
Are there other hacks that are needed to remove?
Likely the one fixing Captain America and the Avengers' audio, in case there was one for that.
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NVM
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Audio fixes/hacks for various Konami games are not needed in version 239 now but would be nice to see confirmation from users if it's really ok.
Also audio fix Gradius, Galactic Warriors is not needed now.
Are there other hacks that are needed to remove?
Likely the one fixing Captain America and the Avengers' audio, in case there was one for that.
No ,there wasn't any fix for this game.
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Version 240 is out.
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Please pardon the noob question, but would your latest versions have the killer instinct audio stutter fix by any chance? Thank you.
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I didn't modify Killer Instinct source so if there are problems in official mame then also here.
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@haynor666 Would it be possible to compile a groovymame with the mame0139b_64bit version? With the modifications that this version allows, of course. Me and many Killer Instinct fans would be very happy.
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@haynor666 Would it be possible to compile a groovymame with the mame0139b_64bit version? With the modifications that this version allows, of course. Me and many Killer Instinct fans would be very happy.
Hi, you can run cmdline switchres with mame passing 320x240@60 resolution, right?
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Hi, you can run cmdline switchres with mame passing 320x240@60 resolution, right?
I'm not very familiar with command lines, but I can change the mame to 320x240 through .ini , I didn't quite understand your question...
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Hi, you can run cmdline switchres with mame passing 320x240@60 resolution, right?
I'm not very familiar with command lines, but I can change the mame to 320x240 through .ini , I didn't quite understand your question...
switchres.exe -f 320x240x60 320 240 60 -s -l "mame.exe kinst" -i "switchres.ini"
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Version 241 and 242 are out. I'm sorry for delay.
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IS the latest version of your Groovymame best to date ? , wasnt there some probs with the latest releases of groovymame ?
whats is the best version to date ?
Hi, you can run cmdline switchres with mame passing 320x240@60 resolution, right?
I'm not very familiar with command lines, but I can change the mame to 320x240 through .ini , I didn't quite understand your question...
switchres.exe -f 320x240x60 320 240 60 -s -l "mame.exe kinst" -i "switchres.ini"
where do you add that line in the ini ? i want to setup that specific version of mame for killer instinct aswell or do you have an example ini file thanks
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Version 243 is out.
Added resolution fix for slapfght driver. - broken. I will soon upload fixed version.
EDIT. Re-uploaded :)
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Version 243 is out. Added resolution fix for slapfght driver. - broken. I will soon upload fixed version.
EDIT. Re-uploaded :)
Thanks! Appreciate your contribution!
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Version 244 is out. Removed patch for slapfght driver - not needed.
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Version 245 is out.
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Version 246 is out.
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Hello haynor666
How are you, hope you are fine !
Tried to download 0.246 but Chrome are complain about a virus on the file.
Can you checkout please.
Thanks
Marcos
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ESET says it's fine. No complain from latest Chrome either.
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Hi,
I am under XP32 SP3 and the maximum version that I can use is the Custom Groovymame32 0.211 version, from 0.212 it no longer works on my XP32, any idea?
I saw that you had compiled the 32-bit 0.215 too but ditto it does not want to work on my XP32 I get a system compatibility error.
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I stopped support DX8 cards from version 216 but starting from version 212 seems to stopped working on Windows XP sadly probably due official changes.
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what is strange is that the official versions of Mame/Arcade32 all work on XP32 until the latest.
arghh it's a shame for version 0.216 because it has the "low latency" option but from what I've read it's the equivalent of Groovymame's Frame delay option. so I don't know if it's interesting.
I'm happy to be able to use version 0.211 on my XP32 thank you very much for your work
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cant download on chrome says it has a virus. download on edge also the same but if I choose download as a zip it works but trying to unzip defender blocks and says , see attached
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FireEye (very restrictive) in my work place does not see any virus either. ESET at my home also says it's ok (at least for versions 245 and 246).
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Version 247 is out.
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Thank you so much for your work. Would it be possible to include Mk2+ and Umk3+ into the build?
https://github.com/antonioginer/GroovyMAME/pull/2/commits/f7afacd4811f3cb26930712908652f492986042e
It's an amazing update to the original Mortal Kombat games. https://mortalkombat.plus/
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HBMame
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HBMame
Has nothing to do with GM though.
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You need a HBMame with switchres patch, aka HBGroovymame.
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Okay, that would make sense, but from what I see non of the files in HBMame are matching, completely different romset.
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from what I see non of the files in HBMame are matching, completely different romset.
Yes, the ROM hacks and homebrew games that are in HBMAME (or some of the other MAME spinoff builds) are not the same as the un-hacked and non-homebrew ROMs that are in mainline MAME.
HBMAME (HomeBrew MAME) is a derivative of MAME, and contains various hacks and homebrews. It is based on the latest MAME source at the time of release.
What's in it?
- Homebrew games meant for arcade hardware, or emulators of arcade hardware
- Hacks of arcade games
- Test roms and similar that do not generate revenue
- Selected bootlegs that are not in MAME
- Games that are enhanced or improved but not suitable for MAME
https://hbmame.1emulation.com/index.html (https://hbmame.1emulation.com/index.html)
Scott
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Thank you so much for your work. Would it be possible to include Mk2+ and Umk3+ into the build?
https://github.com/antonioginer/GroovyMAME/pull/2/commits/f7afacd4811f3cb26930712908652f492986042e
It's an amazing update to the original Mortal Kombat games. https://mortalkombat.plus/
I'm sorry but my build adds only some modifications for existing games. I don't have any plans to add new games.
As was mentioned earlier HB MAME would be the best choice.
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Bummer! Have been trying to make my own HBMame version with your patch and gm, no success here.
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Version 247 is out.
i want to add KOF98AE in Arcade32. can some one do this?
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i want to add KOF98AE in Arcade32. can some one do this?
AFAIK KOF98AE is a hack from 2007.
- Did a quick check on github and it looks like it's not currently in mainline MAME or HBMAME. :dunno
You should be able to run it using the Final Burn Alpha (FBA) emulator. :cheers:
Scott
EDIT: Found this in the HBMAME 0.175 release notes here (https://www.mameworld.info/ubbthreads/showflat.php?Cat=&Number=356062&page=&view=&sb=5&o=&vc=1).
- [kof98ae3]
- [kof98ae20160308] Kof'98 Anniversary Edition 2016
Digging further, "kof98ae" and a large number of other related titles + code (lines 33-2282 :o) were removed from the HBMAME kof98.cpp driver with this (https://github.com/Robbbert/hbmame/commit/ab88143e8da5ad27627c2770acdaa33daa95b8e4) commit on September 14th.
- No idea when/if those titles and code might be fixed and added again.
- If you use a GroovyHBMAME or HBMAME release between v0.175 and the last version released before September 14th, "kof98ae" should be supported.
If you're looking for the 2016 version hack, line 3731 of the kof98.cpp (https://github.com/Robbbert/hbmame/blob/master/src/hbmame/drivers/kof98.cpp) driver reads "ROM_START( kof98hh02 ) //kof98ae2016h" in current HBMAME source.
- I assume that means that "kof98hh02" is the current ROMname of the 2016 hack.
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Yes there was a lot of cleaning up recently to remove games that had issues, including all the kof98ae series. Problems included rebooting unexpectedly (with euro bios) or Address Error (with unibios), bad graphics or just not working at all.
Most neogeo hacks originate in China, where they favour using mc68000 cpus that don't have exception processing (such as FBNeo, nebula, kawaks, neorage, etc) and therefore the faulting games won't work on real hardware.
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Version 248 is out (a bit late). Version 249 will be in next hour.
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Version 250 is out.
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Version 251 is out.
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Haynor,
Thanks for keeping on this. Much appreciated!
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Version 252 is out.
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New version will be probably in next 2 days but this will the last version with many hacks/fixes included.
For next version I'm going to revisit those changes (just like was done in ARCADE64) due licencing issues and the fact that many are probably no longer needed and/or change little in game.
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Build 253 is out.
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Version 254 is out.
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There is a new switchres with a bugfix. Could you rebuild 254 with this switchres?
https://github.com/antonioginer/GroovyMAME/releases/tag/gm0254sr002t (https://github.com/antonioginer/GroovyMAME/releases/tag/gm0254sr002t)
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I intent to because it fixes also rawinput mode for joysticks. Just give me an hour.
EDIT. uploaded.
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thanks! :notworthy:
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Version 255 is out.
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Version 256 is out.
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Version 257 is out. I added some missing fixes for konami games since there was some changes in those drivers.
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Version 257 is out. I added some missing fixes for konami games since there was some changes in those drivers.
So which are those, please? I can only find fixes regarding sound in the nemesis driver:
https://www.mamedev.org/releases/whatsnew_0257.txt
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Changes were about 2 months ago. I simply didn't noticed those.
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Cool, thks for your releases!
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Version 258 is out.
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Thanks Haynor666.
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I'm sorry for lack of updates. For a past two months I wasn't too interested with gaming but I'm going back. Expect new release as well missing soon :)
I've just received spinner from thunderstickstudio which is great product so I'm a bit revived to retro gaming and I expect to get (Finally !!!!) GRS Super Joystick (rotary games finally played as should be :D ) in january.
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Version 260 is out.
Version 261 will take some time because patches needs to be fixed again.
Version 261 is out as well.
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Thank you. Really appreciate you doing these!