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Started by Howard_Casto - Last post by MrThunderwing

This happens for me to. It's a bug in the PC versions of the game, I don't think it's fixable.

Started by tangodownNZ - Last post by MrThunderwing

I like the handicap mode myself - it keeps the races interesting.

Started by Lingwendil - Last post by Lingwendil

Pretty responsive- they feel a little stiff owing to their small size, I may see if I can open up one of the spares and swap out the springs.

4   GroovyMAME / Re: how to run games in 110-120hzon Today at 02:27:09 pm

Started by pastorjoe - Last post by Calamity

If you're on Windows

 -video d3d
 -throttle
 -waitvsync
 -nosyncrefresh

This should do the trick.

Started by TheRetroCarrot - Last post by TheRetroCarrot

It's getting built in the room. Everything was designed to be disassembled. The panels are all sitting in it's final resting place right now, just setting up a paint booth outside and they'll be sprayed and moved back in before assembly. It'll be setup right next to my DrumMania setup I built last year :)

Started by Howard_Casto - Last post by BigTinz

Got back into C2C with the FXT mod recently.

Does anyone know how to fix the Pegasus audio bug? Any time, regardless of mode, that I do two perfect stages in a row, the Pegasus appears and the sound effect won't stop looping. Doesn't occur with any other transition/rank.

Here's an example - https://youtu.be/ZnPM6lJ0X4c?t=165

I'm using a custom music swap here, but it's not related to that. Happens even with default music. The galloping/clomping noise.

Started by TheRetroCarrot - Last post by firedance

May seem to a silly question, have you measured the doorways to make sure it actually gets through them when it's fully built  :angel:

Started by bbegin - Last post by jametheth

Registered here just to comment on this thread!

Love this concept and project, I hope its not dead!

I would love to see AttractMode integrated into the version checker and update scripts!

Also, I have so far been unable to use the mame-updater script successfully.

Attempts to upgrade to 0265 fail because gcc version is to old, even after a dist-upgrade.
Attempts to upgrade to 0264 get much further along, but ultimately fail (after 8 hours of compiling)

Code: [Select]
/usr/bin/ld: BFD (GNU Binutils for Raspbian) 2.35.2 assertion fail ../../bfd/elf32-arm.c:9876
/usr/bin/ld: BFD (GNU Binutils for Raspbian) 2.35.2 assertion fail ../../bfd/elf32-arm.c:9876
/usr/bin/ld: BFD (GNU Binutils for Raspbian) 2.35.2 assertion fail ../../bfd/elf32-arm.c:9876
/usr/bin/ld: BFD (GNU Binutils for Raspbian) 2.35.2 assertion fail ../../bfd/elf32-arm.c:9876
collect2: error: ld returned 1 exit status
make[2]: *** [mame.make:269: ../../../../../mame] Error 1
make[1]: *** [Makefile:1111: mame] Error 2
make: *** [makefile:1300: linux] Error 2
Build time took: 8h 8m 46s.
-----------------------------------------------------------------------------------
Build FAILED.
-----------------------------------------------------------------------------------



While I am quite comfortable with linux in general, I am not that familiar with the manual compiling and building process, so I am not sure how to best troubleshoot this.



Anywho, thanks, and I hope to see further updates!


Started by graeflicher - Last post by MrThunderwing

Is Scud Race known to work in 4 player mode with supermodel? Just wanted to make sure before
investing more time. Thanks!

I was having a play around with it the weekend and I got it running in a single PC 8 player network (although, the 8 games shudder down to about 15fps running in unison on my ancient PC like that).

It sounds to me like you're got an issue with your IP config, but your post is a bit confusing - If the game is only running in 2 player mode, then that means you've got a 2 player ring network, but that wouldn't make sense if the 4 machines are successfully connecting (and you've previously got a 4 player SR2 network). Your ring network in your config ini for the 4 versions of supermodel should look like this:
Code: [Select]
Player 1
Network = true
SimulateNet = true
PortIn = 1970
PortOut = 1971

Player 2
Network = true
SimulateNet = true
PortIn = 1971
PortOut = 1972

Player 3
Network = true
SimulateNet = true
PortIn = 1972
PortOut = 1973

Player 4
Network = true
SimulateNet = true
PortIn = 1973
PortOut = 1970

10   GroovyMAME / Re: emu4crt Mednafen mod - update 1.26.1on Today at 08:42:54 am

Started by silmalik - Last post by reeone

I can't reproduce here. Do you have a stdout.txt for native/super resolutions?
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