Build Your Own Arcade Controls Forum
Main => Main Forum => Topic started by: Ummon on December 28, 2008, 10:15:04 pm
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I've been checking the main page almost every day for the last seven months in anticipation. Not quite what I was hoping for but I guess we'll see what's new:
28-12-2008 Some work done for AdvanceMAME, AdvanceMENU and AdvansceSCAN. Expect a new release soon!
No. I have NOT updated AdvanceMAME to the latest MAME. Only fixed some bugs.
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Cool. Better than nothing.
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Yeah, it's kinda good because some favorite games of mine are still broken, incomplete, etc, in current mame. In particular, I'm hoping these changes will allow me to use my ATI X800. For that matter, it's possible he'll have upgraded the supported cards/drivers list. Hmmmm.
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Ummon,
Thanks for the update. Which games aren't working?
I had a similar issue w/ some games not working so I switched video cards (still didn't work) and downloaded AdvMAME again, recompiled and they worked after that (must have been a driver issue). ???
To the best of my knowledge -- based on my system, the only game that doesn't work in 0.106.0 is Gorf (player's ship moves too slow making game unplayable).
Regards,
MotorHed Jr.
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Yeah, it's kinda good because some favorite games of mine are still broken, incomplete, etc, in current mame. In particular, I'm hoping these changes will allow me to use my ATI X800. For that matter, it's possible he'll have upgraded the supported cards/drivers list. Hmmmm.
which OS are you using? if windows, try updating the SDL.DLL.
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MHjr: No no. It's well-known, though I think forgotten because it's been several cycles now, that Congo Bongo isn't complete, sound-wise. I think they might've finally gotten Indytemp complete, but that was another one. What else? I'd have to think for a moment. I think all the games had sound issues, but were otherwise okay. Still.
As for Advancemame, there is an issue with Smash TV: distorted sound on the landing of the 'SMASH TV' log in attract mode; and sometimes, though not lately (?), of weird artifacting like sprite trailing and covering up the background, etc. You know, like in early 3D drawing (for example Doodle City in I, Robot) where, when you dragged an object, it would trail frames of itself over everthing you dragged over.
tik: I'm using XP SP3. I'll look into that. Does it go in the 'WINDOWS' directory?
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tik: I'm using XP SP3. I'll look into that. Does it go in the 'WINDOWS' directory?
copy over the existing file in the advmenu and advmame folders. keep a backup of the old one. my version for SDL.DLL says "1.2.13.0" dated 2007/12/30. i think it came from dosbox. official website here:
http://www.libsdl.org/
have you tried the svgawin drivers that came with advmame? it failed on my geforce mx 200 but it might work for your card.
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Wait, what? Copy over the file from the adv directory into WINDOWS?
And, yes of course I'm using the svgawin drivers....or do you mean you're using the Linux build?
Anyways, by 'expect a release soon' I was thinking a couple/few days. Been a week now. <fuss fuss>
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there is an existing sdl.dll file in advmame and advmenu folders. replace those with your new version. nothing to put in \windows directory.
svgawin for windows. i understand i only have to load/installl it once, with "svgawin /L". when i do that, advmenu and advmame attempts to run but drops back to command prompt a few seconds later. i forgot what the error was. do i have to change anything in the .rc files?
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I'd have to see your rc file, and know what kind of monitor you have. Also, after pressing enter, does it confirm in the command line that svgawin is loaded?
I got the latest sdl.dll and replaced the old one with it, but there was an error that said 'Unacceptable/unspecified framebuffer'. Something like that. I didn't change to my newer card, though. I first wanted to see whether it would run as-is.
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I'd have to see your rc file, and know what kind of monitor you have. Also, after pressing enter, does it confirm in the command line that svgawin is loaded?
yes and advmame/advmenu fails to run until i unload/uninstall it. i get "unusable framebuffer pointer" error. attached are my rc files.
I got the latest sdl.dll and replaced the old one with it, but there was an error that said 'Unacceptable/unspecified framebuffer'. Something like that. I didn't change to my newer card, though. I first wanted to see whether it would run as-is.
i'm sorry it didn't work for you. i have no explanation why it didn't. i use the dos version for gaming. i only use the win version of advancemame to check the roms. what good is svgawin for, by the way?
thanks.
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No no, I think you're not understanding. The lastest SDL.dll, the version you're using, won't work with Advancemame and my Nvidia 6200. It would seem that one has to use the dll that comes with the Advancemame download. That's what I've been using with my Nvidia 6200 and the svgawin drivers do work.
(However, maybe that newer SDL.dll is needed to for use with newer cards, like my ATI X800. I know this is lazy, but I've ---fouled up beyond all recognition--- with it so many times, I'm going to wait for the new release, first.)
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you are right. i rolled back the sdl driver and now svgawin is working. i don't feel any difference but i'm keeping it this way until the next release.
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Oh, right, a bunch of things I wanted to ask you about your rc file. What's with the '#' in several places. Why do you have all those device_video_clocks formats?...what monitor (or monitors??) are you using? AND...why does one of the clocks have 280 as an upper pixel clock value?
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the "#" are to comment out setttings when i replace hardware. it is easier to switchback to the old one when something goes wrong. at one point i had three pc monitors, but finally settled using the minimum default settings that worked for all three.
the values for the Samsung SyncMaster 1100p Plus were taken from the manual.
device_video_clock 5-280 / 30-115 / 50-160
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the "#" are to comment out setttings when i replace hardware. it is easier to switchback to the old one when something goes wrong. at one point i had three pc monitors, but finally settled using the minimum default settings that worked for all three.
Hm. I'm not familiar with that. I would just set up different directories for different monitors I was playing around with.
the values for the Samsung SyncMaster 1100p Plus were taken from the manual.
device_video_clock 5-280 / 30-115 / 50-160
Ah, okay.
AND, THE NEW RELEASE IS OUT: http://advancemame.sourceforge.net/ . I don't know how this will affect operation. Some of the new default settings are interesting, and I'm curious to play around with it. I'll try my X800 with it - and also with that newer sdl.dll .
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Ummon,
Thanks, If you get a chance can you please check to see if you can calibrate joysticks in a game? That feature was depreciated a while back.
I only ask because I haven't got my backup PC up and running to the point I can try this new install (Want to do that before trying on the dedicated cab).
regards,
MotorHed Jr.
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I wil be playing witht this UPDATE release. Also the New ADVMENU.
I have not DL it yet and not read anything about the changes.
For those who have tried already, what are the Improvements, changes etc......
Thankx Andrea for the Update.... :applaud:
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So I checked this out. It's kinda weird. Using the svgawin drivers, I find that with vsync on (which is on by default), there's tearing and stutters. Smooth with it off.
In SDL video mode, it does some kind of line doubling/scale thing. So for, say, DK: at magnify 1 (which is default in advmame setting), running horizontally, it automatically doubles the horizontal resolution (adv says 400x256; monitor says 1280x1024@85hz...my desktop is at 60hz...I don't know why advmame switches to 85hz), but simply runs a 31khz-like res if run vertically (adv says 224x256). On my multisync at XGA, magnify 1 is slightly fuzzy like mame is by default; however, it's slightly different on my PC monitor at SXGA - neither fuzzy, nor overly defined. Hmm.
If you change to magnify 2 (which is the setting it chooses for each game if you set it to 'auto'), it's double the original output and sharpens the graphics similar to RGBsharp in old mame, or prescale 2 in new mame. Hm. Higher magnifications/resolutions may work, though I've gotten some pretty weird behavior.
Scanline effects behave somewhat the same, though with some changes in brightness/gamma some games can look damn good. DK, or any of the black background games. Others just look as bad as before. You can't use them on magnify 1, of course, because the resolution is too low. However, above magnify 2, and you get weird behavior, so it seems magnify 2 + scan2horz is best for traditional scanline effects.
Vector games, for example Tempest, look best with display_intensity set to 3 (default is 1.5).
Svgawin drivers still don't work with my X800, and there doesn't seem to be any improvement in running native, so there's no need for me to use this version. Ah well.
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More testing: I have to say that, in SDL mode, the resolution rendering is far easier than before. Actually, I was wanting something just like this for tough medium res games like Tron, Satan's Hollow, Journey a while back. Also, on my PC monitor, the color rendering is great. Especially when using scanlines as I mentioned above, the color smokes old Advmame (as well as old mame), and is better than the new mame scanline effects, too, because though there is some dimming, it makes up for it somehow in a way it couldn't before; and the lines are the authentic kind and line up. Color is nice. Compare Caveman Ninja, between .106 and .106.1. Major difference here. I could see this build being a serious choice for PC monitor users.
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pics? i have to ask because i don't see the difference. maybe my hardware is not affected. i'm still glad advmame was updated, and still alive.
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I don't think it'd be possible to show with the file limit here. It doesn't matter. It's not hard for people to try it out themselves, which is best.
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Don't know why tikbalang didn't post here about this:
rom updated Advancemame (http://www.mameworld.info/ubbthreads/showthreaded.php?Cat=&Number=194798&page=0&view=expanded&sb=5&o=&fpart=1&vc=1)
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the link to advancemameplus was originally posted by nico in this thread:
http://forum.arcadecontrols.com/index.php?topic=83880
- i discovered the romset by accident and rather late. when lkage (legend of kage) stopped playing in the plus version, i redownloaded the roms from a different source. from there, and by trial and error, i learned that games added/updated from .106 to .124 were playable.
- the plus version does not have advancemame scripting.
- the plus version does not have the bugfixes applied in the .106.1 release. they were release almost at the same time but that was coincidental.
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the link to advancemameplus was originally posted by nico in this thread:
http://forum.arcadecontrols.com/index.php?topic=83880
Well, as I recall, the windows version wasn't available then. So I thought perhaps this was different.
- the plus version does not have advancemame scripting.
What does that mean?
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check the "script.txt" in the doc folder of the official release. advancemame is capable of tracking events and controlling devices, e.g., automatically insert coins after game starts.
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Ohhh.
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advmameplus updated again:
advancemame+ (2009.07.20)
http://x15khz.hp.infoseek.co.jp/
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recent update:
advancemame+ (2010.01.10)
http://x15khz.hp.infoseek.co.jp/ (http://x15khz.hp.infoseek.co.jp/)
waiting for the DOS version.
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waiting for the DOS version.
I just downloaded it (DOS Version) ;)