Build Your Own Arcade Controls Forum

Software Support => GroovyMAME => Topic started by: haynor666 on April 29, 2015, 01:23:50 pm

Title: Sample support for Toaplan games
Post by: haynor666 on April 29, 2015, 01:23:50 pm
I know that groovymame is not oriented for game modifications but would be nice to see toaplan samples hack in groovymame. I don't think that sound will be emulated any soon in games like Vimana or Fire Shark.
Title: Re: toaplan samples hack
Post by: Calamity on April 30, 2015, 07:25:37 am
I know that groovymame is not oriented for game modifications but would be nice to see toaplan samples hack in groovymame. I don't think that sound will be emulated any soon in games like Vimana or Fire Shark.

Hi haynor666,

Could you post any link to that patch?

It's not that I'm against game modifications. The issue at the moment is that I'm having a hard time mantaining the GroovyMAME patch as it is, due to the undergoing changes in mainline, and the real challange is coming with the transtion to BGFX. The survival of the project depends of keeping the patch as slender as possible. Even the hiscore/no-nag patch is an annoyance but if I dropped it people would kill me.

Title: Re: toaplan samples hack
Post by: adder on April 30, 2015, 10:00:13 am
Quote from: Calamity
The survival of the project depends of keeping the patch as slender as possible. Even the hiscore/no-nag patch is an annoyance but if I dropped it people would kill me.

don't worry about that Calamity. trust me if people have the choice between no groovymame, vs. groovymame without hiscore/no-nag, the choice is simple.
ps. this is a nice alternative regarding at least one of the nag screens:
http://files.arcadecontrols.com/details.php?image_id=3650 (http://files.arcadecontrols.com/details.php?image_id=3650)
Title: Re: toaplan samples hack
Post by: Calamity on April 30, 2015, 10:41:27 am
It's not that bad actually now that I keep a stripped-down hiscore/no-nag patch. Next step will be to make it optional, so first you'll apply the "groovy" patch, and second the hiscore one, if you like.
Title: Re: toaplan samples hack
Post by: haynor666 on April 30, 2015, 10:42:18 am
Hack for my personal groovymame version I taken from MAMEFX. Here is link for version 158:

[link removed]
Title: Re: toaplan samples hack
Post by: haynor666 on June 25, 2015, 07:10:39 am
Any chances Calamity ?
Title: Re: toaplan samples hack
Post by: machyavel on June 27, 2015, 04:05:27 pm
In case someone find it useful I have a gm 161 with toaplan samples enabled + extra games from FX (except the NG ones) + NG o/c patch. However it's also direct input only, core2duo optimized and finally the game list was shrunk according to my taste (5191 drivers left).

I also modified GM patch "VISIBLE_GAMES_IN_LIST = 99999" to "VISIBLE_GAMES_IN_LIST = 99" because on my system the internal UI would lag a lot whenever I started typing a game name.

PS: to add toaplan samples one needs to replace toaplan files in mame src with FX's ones (see attached file).
Title: Re: toaplan samples hack
Post by: haynor666 on July 19, 2015, 05:01:10 am
I've changed mind. I prefer to leave GM as it is now - without any hacks. After all I can add this manually.
Title: Re: toaplan samples hack
Post by: Calamity on July 28, 2015, 04:41:53 pm
I've changed mind. I prefer to leave GM as it is now - without any hacks. After all I can add this manually.

I appreciate this, and you're welcome to post your modded builds too.
Title: Re: toaplan samples hack
Post by: RobeeJ on August 01, 2015, 04:39:08 am
Calamity, have you considered using git and github for GM? It would probably make your life easier with patches, and let you keep the hiscore patch separate if you wanted.
Title: Re: toaplan samples hack
Post by: hnns on July 02, 2016, 07:25:51 am
In case someone find it useful I have a gm 161 with toaplan samples enabled + extra games from FX (except the NG ones) + NG o/c patch. However it's also direct input only, core2duo optimized and finally the game list was shrunk according to my taste (5191 drivers left).

I also modified GM patch "VISIBLE_GAMES_IN_LIST = 99999" to "VISIBLE_GAMES_IN_LIST = 99" because on my system the internal UI would lag a lot whenever I started typing a game name.

PS: to add toaplan samples one needs to replace toaplan files in mame src with FX's ones (see attached file).

Hi, do I need to compile mame with the hacked toaplan src files? Or is there another way to integrate the hacked toaplan source files into groovymame?
Title: Re: toaplan samples hack
Post by: haynor666 on July 02, 2016, 09:05:35 am
Last time I speak with MameSick toaplan samples were removed due unresolved license. Please go to mamefx forum and ask him.
Title: Re: toaplan samples hack
Post by: haynor666 on July 05, 2016, 04:16:21 am
http://mame32fx.altervista.org/forum/viewtopic.php?f=1&t=304&start=10 (http://mame32fx.altervista.org/forum/viewtopic.php?f=1&t=304&start=10)  ;D
Title: Re: toaplan samples hack
Post by: hnns on July 12, 2016, 12:57:38 pm
http://mame32fx.altervista.org/forum/viewtopic.php?f=1&t=304&start=10 (http://mame32fx.altervista.org/forum/viewtopic.php?f=1&t=304&start=10)  ;D

Thanks a lot for the hint!

I tried my best to compile mame v171 with replaced toaplan src files from mamefx and with hi_0171.diff and 0171_groovymame_015m.diff applied. Patching hi_0171.diff works but patching 0171_groovymame_015m.diff gives me error messages.

Has anyone done this successfully and can upload the compiled mame64.exe?

I would love to play fire shark with sound on my groovymame setup.
Title: Re: toaplan samples hack
Post by: haynor666 on July 12, 2016, 03:34:58 pm
[content removed]
Title: Re: toaplan samples hack
Post by: hnns on July 12, 2016, 04:46:07 pm
Here is the version 171 with toaplan samples applied - https://mega.nz/#!Q1t2BBaA!b4__jkxtynUdACSiGhQtPHiovYqDFBzaCaEm8DX0Yd0

Also there are some hacks from MAMEUIFX as well - Iron Horse framerate fix (60,606 Hz), Dark Seal and vaportra sound speed fix, namconb1 slow rendering fix.

So close, so close! Thank you so much but I am running mame64 bit version with ASIO4ALL sound drivers :-(((

When I use youre 32 bit version of GM, ASIO4ALL is not started and I have no sound at all. But I can see that the samples are initialized, due to the long loading time at the beginning.

Can someone please compile the 64 bit version of mame, with GM patched and toaplan samples enabled?
Title: Re: toaplan samples hack
Post by: keropi on July 12, 2016, 06:51:05 pm
Here is the version 171 with toaplan samples applied - https://mega.nz/#!Q1t2BBaA!b4__jkxtynUdACSiGhQtPHiovYqDFBzaCaEm8DX0Yd0

Also there are some hacks from MAMEUIFX as well - Iron Horse framerate fix (60,606 Hz), Dark Seal and vaportra sound speed fix, namconb1 slow rendering fix.


any chance for a 64bit version?
Title: Re: toaplan samples hack
Post by: adder on July 12, 2016, 07:06:12 pm
Quote from: haynor666
... Iron Horse framerate fix (60,606 Hz) ...
hey haynor what's the details on that one, was there a problem with iron horse only?, or perhaps other similar games like eg. green beret (rush'n'attack) ?
Title: Re: toaplan samples hack
Post by: haynor666 on July 14, 2016, 02:52:30 am
Quote
any chance for a 64bit version?

I'll try build one at home if I still have proper tools

Quote
hey haynor what's the details on that one, was there a problem with iron horse only?, or perhaps other similar games like eg. green beret (rush'n'attack) ?

The problem is similiar for Rush'n'Attack had years ago - 30 Hz refresh rate which in opinion of some people is incorrect. Since Rush'n'Attack has been fixed MameSick also fixed Iron Horse using Rush'n'Attack source as reference.
Title: Re: toaplan samples hack
Post by: ozfalcon on July 14, 2016, 06:41:26 am
It's not that bad actually now that I keep a stripped-down hiscore/no-nag patch. Next step will be to make it optional, so first you'll apply the "groovy" patch, and second the hiscore one, if you like.

I forgot to mention, Your no-nag patch has a bug where the Video mode is lost due to the "Loading" section.
http://forum.arcadecontrols.com/index.php/topic,64298.msg1579408.html#msg1579408 (http://forum.arcadecontrols.com/index.php/topic,64298.msg1579408.html#msg1579408)
(I checked your code and it was pretty much the same as the current hi_score patch prior to the recent fix)
I must also apologize for not checking your original patch modification up until now.
http://forum.arcadecontrols.com/index.php/topic,64298.msg1483794.html#msg1483794 (http://forum.arcadecontrols.com/index.php/topic,64298.msg1483794.html#msg1483794)


If you take a look at the latest hi_score patch (hi_175c.txt) you can extract the current fixed no-nag patch from there.
It's almost the same, Just with the bug fix.
http://forum.arcadecontrols.com/index.php/topic,64298.msg1579630.html#msg1579630 (http://forum.arcadecontrols.com/index.php/topic,64298.msg1579630.html#msg1579630)

<Added>
Is there any particular reason your holding off from using the Lua script hi_score system?
(To simplify the Groovy Mame modifications)
Title: Re: toaplan samples hack
Post by: haynor666 on July 14, 2016, 11:48:00 am
Here is x64 build: [link removed]
Title: Re: toaplan samples hack
Post by: keropi on July 14, 2016, 06:01:56 pm
Here is x64 build: https://mega.nz/# (https://mega.nz/#)!0lVlHTQI!EJX5-fpybyJ5ez75O-rnF5jVagaCmbnliKYJtKFPCr4

thanks a bunch! will give it a go  ;D

btw, the compatible samples are the MameUIFX ones located here,  correct? http://www.progettosnaps.net/samples/ (http://www.progettosnaps.net/samples/)
Title: Re: toaplan samples hack
Post by: haynor666 on July 15, 2016, 02:37:50 am
Exactly but I think You need only samples for main sets.
Title: Re: toaplan samples hack
Post by: schmerzkaufen on July 16, 2016, 06:20:59 am
Thanks haynor666 that's very nice !  :)

Though sorry to ask again but would there be any means to add the integer scaling options as well ?

I mean this;
Code: [Select]
#
# CORE RENDER OPTIONS
#
keepaspect                1
unevenstretch             0
unevenstretchx            0
intoverscan               0
intscalex                 0
intscaley                 0
Or is it technically impossible ?
Title: Re: toaplan samples hack
Post by: haynor666 on July 16, 2016, 04:06:13 pm
Those options are added after mame 171 so You can't use those.
Title: Re: toaplan samples hack
Post by: schmerzkaufen on July 17, 2016, 03:16:19 am
You mean those were made to work with baseline 0.172 and therefore wouldn't be 'back-portable' to groovy 0.171, is that it ?
Title: Re: toaplan samples hack
Post by: haynor666 on July 17, 2016, 04:59:10 am
I don't know in which version those options were added but probably nobody will add them into GM 171.
Title: Re: toaplan samples hack
Post by: funkycochise on July 18, 2016, 03:01:49 am
Thanks for the build !  :applaud:
'Til today I was using shmupmame42 only for those toaplan.
Using an ugly "manual" switching of the resolution to 320x240 (vimana and fire shark resolution)

I'll give it a try tonight.  8)

edit : done, seems to be fine for me.  ;)

nice job, after few tweekings of mame.ini to duplicate my actual groovy settings, everything works fine !
Title: Re: toaplan samples hack
Post by: funkycochise on July 19, 2016, 11:16:01 pm
I was focused on toaplan games, but tonight I tried several other games (toki, shinobi), but I encounter serious slow down that I don't have with my other 64_171 build. It's very weird.  ::)

Title: Re: toaplan samples hack
Post by: haynor666 on July 20, 2016, 09:10:26 am
Options for groovymame are different than official edition. Don't use groovymame with official mame ini. It's better to create new ini and set everything from 0. I didn't tested x64 build but x32 build works fine on my computer.
Title: Re: toaplan samples hack
Post by: funkycochise on July 20, 2016, 02:39:12 pm
Options for groovymame are different than official edition. Don't use groovymame with official mame ini. It's better to create new ini and set everything from 0. I didn't tested x64 build but x32 build works fine on my computer.
yes, I know.
I am currently using a groovymame build 171 that includes no nag, hi-scores and with asio drivers.

With you build, I have created a brand new mame.ini and I managed to set it in the same way as my current setup.
So it has really nothing to do with the regular mame build.

I will try your 32 bits build.

Many thanks for your reply.
Title: Re: toaplan samples hack
Post by: haynor666 on July 21, 2016, 05:05:57 am
Did You tested regular groovymame x64 from Calamity site ? My build has only some small changes that target some specific drivers, I didn' do any changes to core functionality or groovymame part.
Title: Re: toaplan samples hack
Post by: funkycochise on July 22, 2016, 12:12:10 pm
I start a fresh folder with calamity's build and yours.
I did some test using calamity's one and All went fine.
I then tried yours, using the same mame.ini
And it did the job the same way.
I just added the sample folder setting
And toaplan hack worked as a charm.

So far, I don't really know why it did not
work the first time. It has for sure something
To do with my mame.ini but I don't know
what I missed.

Anyway, I don't need that manual resolution
Switching using ChangeScreenResolution utility
Before launching shmupmame42
Only remains groovymame.

Note : 32bits didn't worked at all for me,
It returned segmentation fault.

Thank you for your answers that kept me on track.
Regards.
  :applaud:
Title: Re: toaplan samples hack
Post by: haynor666 on July 22, 2016, 12:27:51 pm
Quote
Note : 32bits didn't worked at all for me,
It returned segmentation fault.

I had similiar problems but somehow I force groovymame to work on XP x32.
Title: Re: toaplan samples hack
Post by: funkycochise on July 22, 2016, 12:36:35 pm
Quote
Note : 32bits didn't worked at all for me,
It returned segmentation fault.

I had similiar problems but somehow I force groovymame to work on XP x32.
I admit, I didn't try the compatibity mode.
Anyway, 64 version works well for me, so...
Title: Re: toaplan samples hack
Post by: hnns on August 06, 2016, 02:55:37 am
Thank you so much haynor! It works!
Title: Re: toaplan samples hack
Post by: haynor666 on August 06, 2016, 02:35:53 pm
Since Groovymame 176 is out expect new custom modification within two weeks (sorry, I'm on vacation from tomorrow).
Title: Re: toaplan samples hack
Post by: funkycochise on October 03, 2016, 06:11:14 pm
any news about this ?
 :cheers:
Title: Re: toaplan samples hack
Post by: haynor666 on October 05, 2016, 02:36:16 am
Sorry for skipping two releases but initially after some tests I decided to skip compiling my build after groovymame will leave alpha stage. After two releases seems to be working fine so here are two binaries based on version 178 with no nag/toaplan samples and couple of fixes imported from Arcade (old MAMEUIFX):
- 32bit [link removed]
- 64bit [link removed]

Please remember - to use non nag to have to set skip_gameinfo 1
I tested exes only at windows 7 x64.
Title: Re: toaplan samples hack
Post by: keropi on October 05, 2016, 03:15:17 am
thanks for the compiles haynor666  :)
Title: Re: toaplan samples hack
Post by: schmerzkaufen on October 05, 2016, 05:53:28 am
Sorry for skipping two releases but initially after some tests I decided to skip compiling my build after groovymame will leave alpha stage. After two releases seems to be working fine so here are two binaries based on version 178 with no nag/toaplan samples and couple of fixes imported from Arcade (old MAMEUIFX):
- 32bit https://mega.nz/#!5t0xHa4C!lpMTx5crVditLpU4ClHfV_7toNAqDnqWM-gDnzlIo_M
- 64bit https://mega.nz/#!1lkHwDiQ!AOktBf49tDSEXQLU9osf5a8FcVezRLPmFX3OYFYdEn4

Please remember - to use non nag to have to set skip_gameinfo 1
I tested exes only at windows 7 x64.

Wow, thanks haynor666 !  ;)

EDIT: by the way it's a bit OT question but is it hard to learn how to do custom builds like you do ? For instance what would be the steps if I wanted to try and port lesser known or forgotten mods like the Seibu RF samples support ? There's an old source file available, I just don't know if it requires actual MAME code knowledge or if it's reasonably accessible to the layman. Also does it typically require the author's permission even if the source is available publicly and I intend to use it for personal use ?
Title: Re: toaplan samples hack
Post by: haynor666 on October 05, 2016, 08:12:15 am
Would be nice if someone could test x64 binary under XP x64. x32 I test personally when I get back from work.
Title: Re: toaplan samples hack
Post by: Doozer on October 05, 2016, 09:59:59 am
Would be nice if someone could test x64 binary under XP x64. x32 I test personally when I get back from work.

Hi haynor666,

Do you plan to have a repository to maintain the toaplan samples hacks? I can prepare Linux builds if there is a demand for it.

Cheers,
Title: Re: toaplan samples hack
Post by: haynor666 on October 05, 2016, 11:26:41 am
Not really. Changes I made are all imported from Arcade(MAMEUIFX) and since every Arcade release has source published it does not make sense not too mention that I'm not going to build every release.
Title: Re: toaplan samples hack
Post by: haynor666 on October 07, 2016, 03:51:15 pm
New revision with visible areas modification for neo-geo games: [link removed]
Title: Re: toaplan samples hack
Post by: Fuzi on October 08, 2016, 05:29:30 pm
This is awesome! Any change of a version including the old hiscore patch? (I can never seem to get the hiscore plugin to work properly).
Title: Re: toaplan samples hack
Post by: haynor666 on October 09, 2016, 02:27:48 pm
Old highscore is not needed so proabably it's gone forever. Right now I'm testing groovymame64_178 with highscore plugin.
Title: Re: toaplan samples hack
Post by: schmerzkaufen on November 09, 2016, 04:01:59 am
Hi haynor666, could you please reupload the 64bit 0.171 version of your modified build ?
I've accidentally deleted it and I need it to do some performance comparison with the more recent build versions.
Thanks! ^^
Title: Re: toaplan samples hack
Post by: keropi on November 09, 2016, 03:04:51 pm
Is there also a 0.179/alpha3 build?

I am still working on my cab so I have not had the chance to run anything other than an old stock 0.171 version (need to work out the servosticks+ledblinky for automatic 4/8way...)

I have read that the latest 0.179 build is OK so I think I'll stay in this version and update my roms to it... unless there is another recommended haynor666-version for a win7/x64/6670 setup :)
Title: Re: toaplan samples hack
Post by: haynor666 on November 09, 2016, 03:21:59 pm
[link removed]

Right now I don't any plans for future versions.
Title: Re: toaplan samples hack
Post by: keropi on November 09, 2016, 03:35:06 pm
https://mega.nz/#!8k9kVb4B!UGW9bPFt7pwYafOCijYwZg9BZftLSIkTg95jkoQgN00

Right now I don't any plans for future versions.

so 0.171 is your personal "recommendation" ? or your most recent "groovymame64_0178.016_alpha2" build?
Title: Re: toaplan samples hack
Post by: haynor666 on November 09, 2016, 04:24:59 pm
I didn't fully switch to 179, did some tests and use for couple of games right now because it would be to much work to fully switch to recent version (roms reorgnization, probably also nvram and even samples not mention snaps).

179 works very good but keep in mind that it might be a bit slower when compare to version 171 just like official mame.
Title: Re: toaplan samples hack
Post by: keropi on November 09, 2016, 05:43:35 pm
Thanks for the answer, I can understand the whole migrating thing to a new version. This is why I am trying to find a solid "base" to start building upon.
I do have the 0.171 merged romset and your build above, seems like a good place to start. I am only interested in 2D games anyways and your patches seem to be a better deal.

I'll see how I go with this , thanks for the info!
Title: Re: toaplan samples hack
Post by: schmerzkaufen on November 09, 2016, 11:27:57 pm
Thank you haynor666!  :)
Title: Re: toaplan samples hack
Post by: funkycochise on December 28, 2016, 11:20:56 am
Latest mame version for 2016 :
Quote
The exciting news that’s got people talking is that protected microcontrollers (MCUs) from a number of games have been read out and hooked up in MAME. This gives real, emulated sound in Toaplan’s Vimana, Fire Shark (also known as Same! Same! Same!) and Teki Paki, proper emulation of Tokio/Scramble Formation, M-chip emulation for Taito Extermination, Dr Toppel and Plump Pop, MCU emulation for Sega Altered Beast and Golden Axe, and partial sound in World Beach Volley. There’s more coming on this front, so stay tuned for upcoming releases!

So now toaplan samples hack will be useless. Correct emulation will now be on the regular build with sound.
I don't think it concerns all games of the hack, but for instance, I did a quick test with fireshark and vimana and it works well.
Can't wait for 0.181 being included in groovy build.
Title: Re: toaplan samples hack
Post by: haynor666 on December 28, 2016, 05:21:01 pm
Almost - Ghox still does not hace sound so might have to keep old version for some time ;)
Title: Re: toaplan samples hack
Post by: funkycochise on December 29, 2016, 09:18:55 am
Almost - Ghox still does not hace sound so might have to keep old version for some time ;)
yes, but they say "there's more coming" so...
Title: Re: toaplan samples hack
Post by: haynor666 on December 30, 2016, 04:58:17 am
Yeah, but in general not just for Toaplan games as You can see right now on their blog.

Sadly they don't have samples MCUs for Ghox at all so this might take a long time.
Title: Re: toaplan samples hack
Post by: haynor666 on January 01, 2017, 01:08:54 pm
Looks like samples support for Ghox is still in ARCADE32/64 so expect new version after 182 release.
Title: Re: Groovymame + Arcade32/64
Post by: haynor666 on January 05, 2017, 12:29:01 pm
Just for a test - groovymame64 181 with some modifications from ARCADE32/64: [link removed]

Build is for https://github.com/mamedev/mame/commit/cd282f04726faf3da8793872612bf8ef98adf601
 
Title: Re: Groovymame + Arcade32/64
Post by: funkycochise on January 06, 2017, 01:23:34 am
Just for a test - groovymame64 181 with some modifications from ARCADE32/64: https://mega.nz/#!xol2BQyT!NM1-C63nm2uH2tfj4NESPSDfLwMV130IFj9jIC7yZRg

Build is for https://github.com/mamedev/mame/commit/cd282f04726faf3da8793872612bf8ef98adf601
Thank you haynor.
I'll check this out.
Title: Re: Groovymame + Arcade32/64
Post by: haynor666 on April 17, 2017, 10:25:21 am
All link removed. New version will be probably when new groovymame will be published.

I'm cleaning disk from old patches but thought someone might some use of those patches (in case anyone prefer older mame versions).

Scripts from version 151 to 155 were standard mame. Starting from 156 patches were for building groovymame with patches imported from mameuifx - https://mega.nz/#!J5MGGKRL!rqhSt76-VSIBg25I0b9rByb-zAqmEjePtjD-NE7uKfw
Title: Re: Groovymame + Arcade32/64
Post by: haynor666 on May 21, 2017, 06:45:20 am
I forgot to add cave sh3 sources derrived from other mame version from version 144 to 151. Usefull if you have problems with performance on newer mame builds.

https://mega.nz/#!J51yHCia!QGaWQiVVwha04Sg2h6Fx1TmLlGyt66S1_n8BWbhiydg
Title: Re: Groovymame + Arcade32/64
Post by: haynor666 on June 14, 2017, 05:32:36 pm
Here is new version 186 that adds recent Bonze Adventure protection fix (by demonkatze) and some taito_f3 fixes by Dink/MameSick/demonkatze

[link removed]
Title: Re: Groovymame + Arcade32/64
Post by: m.andrade1 on June 16, 2017, 09:19:24 am
Hello haynor666
Thank you so much for your compiled 32bit version ! I have 2 cabs running onto winxp 32bit, so convert them to 64bit will be for a long future terms, maybe when the mamedev team stop doing 32bit.

Thanks a lot
Marcos
Title: Re: Groovymame + Arcade32/64
Post by: donluca on June 18, 2017, 05:55:39 pm
Here is new version 186 that adds recent Bonze Adventure protection fix (by demonkatze) and some taito_f3 fixes by Dink/MameSick/demonkatze

https://mega.nz/#!xgd1QAhC!R5VSwQSr6nIiNMWEF0_jAK9gyprY1wrcq6p6Nb9DxnM

Out of curiosity, what are those taito_f3 fixes about?
Title: Re: Sample support for Toaplan games
Post by: haynor666 on June 19, 2017, 02:00:37 am
Fix for missing graphics in Greed Seeker continue screen, fix for missing text in Arabian Magic during intro.
Title: Re: Sample support for Toaplan games
Post by: donluca on June 19, 2017, 04:28:39 am
Interesting, thanks!
Title: Re: Sample support for Toaplan games
Post by: Recapnation on June 19, 2017, 12:48:04 pm
Is the Bonze Adventure "fix" a hack like the F-3 ones or is it being submitted to MAME Dev?
Title: Re: Sample support for Toaplan games
Post by: haynor666 on June 19, 2017, 12:59:10 pm
No. You can read whole story - http://www.1emulation.com/forums/topic/35800-arcade-0185/ (http://www.1emulation.com/forums/topic/35800-arcade-0185/)
Title: Re: Sample support for Toaplan games
Post by: Recapnation on June 19, 2017, 01:51:02 pm
Thanks. So is it suitable for submission? Or they just don't bother at all?

Also, does your build include other "Arcade" fixes such as the NB-1 one (Nebulas Ray and others) they mention there?
Title: Re: Sample support for Toaplan games
Post by: haynor666 on June 19, 2017, 02:46:37 pm
I'll post all changes in new topic.
Title: Re: Sample support for Toaplan games
Post by: donluca on June 19, 2017, 06:08:47 pm
No. You can read whole story - http://www.1emulation.com/forums/topic/35800-arcade-0185/ (http://www.1emulation.com/forums/topic/35800-arcade-0185/)

Very interesting read, thanks for sharing.

So those are not fixes, but rather hacks to make things work.

This means there's something wrong underlying in MAME's emulation of the Taito F3 arcade board and the hacks are made so that despise errors in the emulation, the correct result come out.
Title: Re: Sample support for Toaplan games
Post by: mdd45 on July 19, 2017, 05:39:15 pm
I'll post all changes in new topic.

Please release your gm 0.187 32bit version if possible. Thanks in advance
Title: Re: Sample support for Toaplan games
Post by: haynor666 on July 19, 2017, 06:07:12 pm
http://forum.arcadecontrols.com/index.php/topic,154799.0.html (http://forum.arcadecontrols.com/index.php/topic,154799.0.html)
Title: Re: Sample support for Toaplan games
Post by: haynor666 on August 01, 2017, 03:12:33 am
Sample support no longer need, all toaplan games will have in next version native sound :) Topic can be closed.