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91   GroovyMAME / Re: Question about performance on GroovyMAME...on June 19, 2025, 08:28:51 pm

Started by purbeast - Last post by purbeast

Atari jaguar driver is right now very CPU demanding. Area 51 runs right about 125% on my i5-10600KF.
I observed that to fully synchronize on CRT groovymame needs a slight more power than regular mame. In this case this might be a noticable difference.

Oh wow okay that would explain my situation then, I was not aware of that.

Thanks!

92   GroovyMAME / Re: Crtemudriver without test mode?on June 19, 2025, 12:31:15 pm

Started by Ericthegreat - Last post by iiiGerardoiii


This is possible because the HD 4000 family uses the ancient driver interface that didn't have a low resolution check. With newer cards, you can't add low resolution on stock drivers (unless you use this method).

Very interesting.

Which series was the last to use that "ancient driver", 4000? 5000? Do we have a list?

I'd like to know which model to buy, preferably the most powerful that also has that driver interface so I could use super-resolutions without the need of restarting in Test Mode, and if I don't find a good offer, look for the one below it, and so on.

Also apologies for necroposting, just thought the answer would be useful for peopel who are in the same boat as me.

93   GroovyMAME / Re: GroovyMAME 0.277 - Switchres 2.21eon June 19, 2025, 04:23:25 am

Started by Calamity - Last post by arc11

I managed to debug the create_rawinput_device function.

The faulty test is this :

      // this is for duplicate devices in a collection such as extra mouse buttons
      if (tname_basic_string.find(L"&Col01") != std::string::npos)
         return nullptr;


When I comment these 2 lines, the jammasd keyboard is correctly detected :

Input: Adding keyboard #1: HP USB Multimedia Keyboard (Љ) (device id: \\?\HID#VID_0461&PID_4DD7&MI_00#7&38a8056e&0&0000#{884b96c3-56ef-11d1-bc8c-00a0c91405dd})
Input: Adding keyboard #2: ASD Keyboard (ASD) (device id: \\?\HID#VID_04D8&PID_F3AD&MI_01&Col01#7&2a8c704e&0&0000#{884b96c3-56ef-11d1-bc8c-00a0c91405dd})
Input: Adding mouse #1: USB Optical Mouse (Logitech) (device id: \\?\HID#VID_046D&PID_C05A#6&370e698b&0&0000#{378de44c-56ef-11d1-bc8c-00a0c91405dd})
Input: Adding lightgun #1: USB Optical Mouse (Logitech) (device id: \\?\HID#VID_046D&PID_C05A#6&370e698b&0&0000#{378de44c-56ef-11d1-bc8c-00a0c91405dd})


There is still a minor cosmetic error while retrieving the HP manufacturer string, but it's really minor....

I attached a groovymame277.patch that includes the 2 fixes (compilation and jammasd pseudo keyboard).







In a completely different matter :
I have a general question about the game selection menu (native mame frontend).
Is there a way to set the resolution ?
Because I have a NAC cabinet with MS9-29 chassis with auto switching between the 24k and 15k mode.
And each time I enter this menu and run a game the mecanical relay that switches from 15k to 24k mode toggles several time each time I enter/exit the menu.

It's not very good for the longevity of this device.

Is there a way to avoid this ? If I add the -resolution AxB@C when launching groovymame, it no longer toggles, but the switchres doesn't switch to other resolution either...

Thank you

94   Monitor/Video Forum / Re: CRT Top of the screen folding over?on June 18, 2025, 07:22:24 pm

Started by LTC - Last post by Zebidee

You can safely use a 100uF with a higher voltage rating (=>35v).   

95   Everything Else / Re: Platypus Reclayed Demo - Just Droppedon June 18, 2025, 02:25:00 pm

Started by Xiaou2 - Last post by RandyT

When I first saw the screenshot I thought "WTH?"

Then I checked out the videos on the steam page.  It looks awesome!  Could have called it "C-Type" :)

Started by ppriorfl - Last post by ppriorfl

Went to the landfill today.  RIP.

Started by argonlefou - Last post by trick72

Thanks for checking. I see the file but it doesn't work, but never mind. It's not a demulshooter issue than. I'll skip this game on my cab.

Started by RandyT - Last post by blam666

Looking bad for Hypseus Singe.

I've been taking a look at their discord and people tried and were asking about this already in 2024 with the result they definitely would need two raw mouse inputs. If I understood this correctly the emulator isn't even capable of making use of more than one xinput/dinput gamepad because none of the classical games ever made use of more than one joystick/controller. It accepts more than one controller only for rawmouse with the -manymouse commandline argument for the supported lightgun games.

Also: the Lichtknarre-internal mouse plugin doesn't even work with single player on HS for some reason unknown to me. Right now only Mayflash Dolphin Bar native mode 2 works with one gun. You can't even make use of a generic wii bar do make it work, you would definitely need the Mayflash Dolphin bar to make use of your wiimote, and two bars for dual player setups.

So It would need an advanced future mouse mode to make it work for Lichknarre at least in single player. Or it would need a similar solution like in my setup for the model 2 emulator I wrote about some posts before with some external program like Demulshooter translating the virtual pads into data that make HS think it's a mouse incl. buttons etc.

I don't know much about Demulshooter and I never heard about it before I encountered my model 2 problems. But from my understanding demulshooter only works with a number of specific games and needs bat files directed at specific systems and roms. I don't see anything about Hypseus Singe support, neither in older nor newer versions of it...

EDIT: No sorry, I was wrong here. I just found out Single Player wiimote works in Hypseus Singe with the internal mouse plugin of Lichtknarre. But you have to delete the -manymouse argument from the bat file of the game you want to start, if you had it as command line argument in it before. Without -manymouse all mouse movements, regardless of your actual mouse or wiimote-as-lightgun in mouse mode inputs get registered (and can get in conflict, too). 

So you actually can use Lichtknarre with mouse plugin and a generic USB WII bar and don't need a Mayflash Dolphin bar for single gaming in Hypseus Singe. Problem remains for multiplayer, though.

 

99   GroovyMAME / Re: GroovyMAME 0.277 - Switchres 2.21eon June 18, 2025, 10:05:33 am

Started by Calamity - Last post by arc11

Hello

First of all, Thank you for the great work made for GroovyMame !!!


I have 2 things to report.

1)
I compile the mame.exe for windows from source with gcc / llvm-ld in a mingw64 environment (msys2), without SDL on windows 7.
the GroovyMame compilation was broken in 273 (I started modifying the source to work around this, and stopped because lack of time). The 246 was fine in my environment. And in 277 it's almost corrected. (Of course unpatched mame 246, 273 and 277 compile fine in my environment)

I corrected it myself.

The "#define MISTER_INPUT 1"  line must be moved from input_common.h to input_mister.cpp (before the first #include)


2) But there is another problem, I use a JAMMAsd USB hardware to connect my arcade cabinet to my PC.
The cabinet inputs are seen in my PC as a keyboard, and buttons pressed on the cabinet produce key-stroke on PC (standard MAME binding)
.




In GM246 the pseudo keyboard is detected correctly :

Input: Adding keyboard #0: Périphérique clavier PIH (device id: \\?\HID#VID_0461&PID_4DD7&MI_00#7&38a8056e&0&0000#{884b96c3-56ef-11d1-bc8c-00a0c91405dd})
Input: Adding keyboard #1: Périphérique clavier PIH (device id: \\?\HID#VID_04D8&PID_F3AD&MI_01&Col01#7&14c413dd&0&0000#{884b96c3-56ef-11d1-bc8c-00a0c91405dd})
Input: Adding mouse #0: Souris HID (device id: \\?\HID#VID_046D&PID_C05A#6&370e698b&0&0000#{378de44c-56ef-11d1-bc8c-00a0c91405dd})
Input: Adding lightgun #0: Souris HID (device id: \\?\HID#VID_046D&PID_C05A#6&370e698b&0&0000#{378de44c-56ef-11d1-bc8c-00a0c91405dd})


(one keyboard is the regular keyboard attached to the PC, the other one is the jammaSD usb connected.

in regular (unpatched) mame 277 I have this :
Input: Adding keyboard #1: Périphérique clavier PIH (device id: \\?\HID#VID_0461&PID_4DD7&MI_00#7&38a8056e&0&0000#{884b96c3-56ef-11d1-bc8c-00a0c91405dd})
Input: Adding keyboard #2: Périphérique clavier PIH (device id: \\?\HID#VID_04D8&PID_F3AD&MI_01&Col01#7&14c413dd&0&0000#{884b96c3-56ef-11d1-bc8c-00a0c91405dd})
Input: Adding mouse #1: Souris HID (device id: \\?\HID#VID_046D&PID_C05A#6&370e698b&0&0000#{378de44c-56ef-11d1-bc8c-00a0c91405dd})
Input: Adding lightgun #1: Souris HID (device id: \\?\HID#VID_046D&PID_C05A#6&370e698b&0&0000#{378de44c-56ef-11d1-bc8c-00a0c91405dd})







In GM277 (maybe before, I'm not sure since I had compilation problem due to SDL etc...)  :

Input: Adding keyboard #1: HP USB Multimedia Keyboard (Ð%) (device id: \\?\HID#VID_0461&PID_4DD7&MI_00#7&38a8056e&0&0000#{884b96c3-56ef-11d1-bc8c-00a0c91405dd})
Input: Adding mouse #1: USB Optical Mouse (Logitech) (device id: \\?\HID#VID_046D&PID_C05A#6&370e698b&0&0000#{378de44c-56ef-11d1-bc8c-00a0c91405dd})
Input: Adding lightgun #1: USB Optical Mouse (Logitech) (device id: \\?\HID#VID_046D&PID_C05A#6&370e698b&0&0000#{378de44c-56ef-11d1-bc8c-00a0c91405dd})

So The jammasd pseudo keyboard is not seen and no arcade cabinet control work, only regular keyboard on pc.



I managed to get it working by reverting the function in src/osd/module/input/input_rawinput.cpp (I'm not certain of the path)
template<class TDevice>
TDevice *create_rawinput_device
to the mame 277 (unpatched) version of this function.

But there must be a correct way to fix this.

I attached my register dump of the CurrentControlSet\Enum\HID , I suspect a problem with the parsing of this tree, but I've never tried to run gdb on a mame.exe (is it possible ?, symbol table not too big ?)

added verbose log with GM277 and with the workaround (reverting the function above to original mame version)


Thank you for your help

Started by argonlefou - Last post by argonlefou

Hi,
Trying to get Rabbids Hollywood Arcade to work. I have the TP build, and changed the folders from the demulshooter distro. When I run it with demulshooter the game works, but the "settings" are default and when I change them in test menu they are not saved. So putting the game on freeplay, after restarting it's again on insert coin etc.
I don't have that problem when starting it from within TP, there all settings are saved but I want to use the -nocrosshair option that demulshooter offers, so I would prefer it to run via demulshooter. I even tried running it with TP but starting demulshooter, but than the crosshair is still there, even with the -nocrosshair option.
Any idea where Demulshooter stores that game settings file or were it should be or why it doensn't save?
Thanks
So, savefile is in the following folder :
Quote
C:\Users\username\AppData\LocalLow\Sarbakan\RabbidsShooter\savegame\
Options settings are saved in OperatorMenu.svg

That being said, I do remember that game having a lot of different patched files (Assembly-CSharp.dll) for dongle check, and some operator menu bugs, etc....
I don't know if a clean, untouched file would work with options saving and dongle checks and so on... (as DemulShooter is not handling that part on that game because  I was using the patched files that were done/published back then)
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