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Author Topic: Purikura Daisakusen not working on MAME 0.161  (Read 2545 times)

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synnchan

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Purikura Daisakusen not working on MAME 0.161
« on: July 05, 2015, 05:40:36 pm »
Hi guys, I'm new here. ;D

I tested Purikura Daisakusen on a MAME build called "MAMEUI 0.148 cavesh3 nonag hiscore x32-x64" and it works perfectly there. But when I tested it on the official MAME 0.161, it gave me an error saying "The selected game is missing one or more required ROM or CHD images. Please select a different game."

I used exactly the same ROM on both MAME versions. So how come it works on an old unofficial build but not on a recent official one? I need some help. :(

PL1

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Re: Purikura Daisakusen not working on MAME 0.161
« Reply #1 on: July 05, 2015, 07:02:11 pm »
Welcome aboard, Synnchan.  ;D

Do you have the correct versions of the "stvbios" BIOS and the "prikura" ROM?

There were updates to both between 0.148 and 0.152 (version I'm running), and possibly more since.   :dunno

-- prikura update
Quote
- 0.148u2: Angelo Salese fixed glitches in Princess Clara Daisakusen attract mode and ending.

-- stvbios updates
Quote
- 0.152: Removed machine\stvprot.h. Moved STV protection related functions into the driver class. Moved decathlt protection (?) related functions into the driver class. Needs a fresh make depend (machine\decathlt.c) [Osso].

- 0.151: Minor mods to make (MESS) Saturn test1f diag life easier. Improved SMPC timings (machine\smpc.c, video\stvvdp2.c and includes\stv.h). ADR and track # fixes (machine\stvcd.c) [Angelo Salese]. Added SCUDSP (14318180 Hz) CPU4.

- 0.148u3: Sketchy CD on/off command, useful to test out CD features in diag menu (machine\smpc.c). Fixed CD interface mirrors, allows Over load test to work in Diag (machine\stvcd.c). Fixed a SCU DMA bug (machine\saturn.c) [Angelo Salese].

- 0.148u2: Splitted drivers\saturn.c to machine\saturn.c and drivers\stv.c. Moved mame\machine\scudsp.c/h, smpc.c/h, stvcd.c, video\stvvdp1.c and stvvdp2.c to emu/. Added machine\decathlt.c. Moved some of the saturn code from mame\ into emu\ and made saturn.c & stv.c separately compilable. Still needs work before saturn.c can be moved to mess/. Splitted saturn and stv up a bit more so that stvprot.c is not linked into MESS. Removed dependency as it no longer uses #include (mame\mame.mak). Splitted mame\drivers\saturn.c into emu\machine\saturn.c and mess\drivers\saturn.c, so MAME doesn't have to compile and link the unused code [smf]. Actually fixed Sign flag in OR opcode (machine\scudsp.c). Minor/Cosmetic change (machine\stvcd.c). Experimental fixes for Bug! (video\stvvdp2.c). Logging could be a good idea (added "A-Bus Dummy access ..." logerror). Fixed for Choice Cuts crashing when skipping FMV. Fixed regression with Burning Rangers (drivers\saturn.c). Fixed for file system printing (machine\stvcd.c), thanks to Firewave. Fixed physical CD-ROM reading in CD Block, fixes Black Matrix FMV loading. Time to fixed Game Basic / World Cup 98 Illegal DMA attempt (drivers\saturn.c). Part 1 of drawing window rewrite (video\stvvdp2.c). Fixed window for sprites. Logging for any unhandled case. Fixed for Odd bit. Attempt to add proper H/V latch settings. Fixed a crash bug with CD block, fixes at very least Yoshimoto Mahjong. Actually 0x62 doesn't need this (cd_exec_command, machine\stvcd.c). Final Fight Revenge ST-V notes (machine\stvprot.c). Improved protection in Steep Slope Sliders (machine\stvprot.c). Hooked up my theory for some other games, it's mostly right except it needs a decrypter expert (video\stvvdp2.c, machine\stvprot.c). Added a more sane ST-V SMPC Intback command emulation, based off Saturn version. Fixes inputs in Find Love. Avoid logging if word reading from the IOGA. vfkids trips this one (stv_vdp2_window_process(x,y)), hook it up (video\stvvdp2.c). Fixed regression with Shienryu (machine\smpc.c). Fixed SMPC change clock behaviour, fixes 2 credits at start-up for various ST-V games. Might as well do the same thing for Slave CPU. Notes updating. Basic hook-up of CD block command 0x64, pending actual transfer code (machine\stvcd.c). Added hook-up for CD Block command 0x64 (Put Sector Data). Fixed (MESS) Out Run booting, it triggers the RESET opcode and the only good theory so far is that the SMPC can read the RESET/HALT states on it in some way. Actually ECPY isn't needed. Attempt to added Copy Sector Data command, but my logic fails for some reason. Actually found something that uses this, fixed (Wangan Midnight Dead Heat + Real Arrange, if you are wondering). Death to window_control with bit pattern and old bitmap code. Small fix for size allocation. Fixed filter reading on false connector (machine\stvcd.c). Moved CD command timing around, fixed regression in logicpuz. Also added 11bpp bitmap mode for VDP2, fixed HUD in Tunnel B1. Added preliminary CD Seek mechanism, fixes Zero Divide booting. Misc changes (machine\stvcd.c). Added SCSP sound clear (drivers\saturn.c). Default for ISM, there were some spurious irqs at boot (drivers\saturn.c and includes\stv.h). Hook-up proper VDP1 fb erase via coordinates, fixes Gokujou Parodius / Sexy Parodius. Debug code that slipped through (machine\stvcd.c). First batch of real HW tests: added proper vblank firing (video\stvvdp2.c). Actually fixed track seek, fixes regression with Zero Divide (machine\stvcd.c). Fixed VDP1 clear regression, reverted the blckmtxa attempted fix too. Work-around for VDP1 framebuffer clear, fixes Daisenryaku Strong Style regression (video\stvvdp1.c). Fixed regression with FAD end in track mode, fixes Death Throttle. First pass at improving CD get status command, fixes streamed music in falcom2, Wachenroder, World Cup 98 and probably others. Improved previous fix, fixes regression with Road Blaster & friends. Timid attempt to make Pango Fun to boot. Improved VDP1 timings, fixes several Saturn games such as Fatal Fury 3, Night Striker S, Command & Conquer. Fixed a minor bug with CD block Put sector, makes Virtual On to enter into gameplay. Attempt to fix CEF bit reset behaviour, fixes Virtual On 3d gfxs [Angelo Salese]. Fixed super-verbose logging in machine\stvcd.c [Oliver Stöneberg]. Fixing compilation error; cannot subtract from a bool [Nathan Woods]. I imagine there is actually a logic flaw in the new code, but for now let's just stop it blowing up (video\stvvdp1.c). Put the decathlete protection (compression) handling in a different file to the others, add some debug (disabled) code to allow loading of memdumps from UME/MESS for the title screen, will hopefully give us a good 1:1 match for some compressed -> plain gfx. This one is going to need a lot of work even once the gfx are done tho, currently looks awful anyway with the bad blending and 9% speed. Bit of rearranging of the stvprot.c code with a view to easier dumping out encrypted / non-encrypted streams. Further stvprot.c reworking + logging [David Haywood]. Fixed stvbios loading in cartslots. Better fix for ST-V cartslots. Thanks Firewave! [Fabio Priuli].

- 0.148u1: Removed machine\stvcd.h. Removed NEW_VIDEO_CODE, it needs a bigger plan (drivers\saturn.c and includes\stv.h and video\stvvdp2.c). Added force_resynch on master/slave communication buffer, fixes at least (MESS) Ichidant-R booting (drivers\saturn.c and includes\stv.h). Guessed that if SMPC calls the same state for a CPU reset line it executes less code (machine\smpc.c). Fixes (MESS) Greatest Nine '97. Inverted fake comms default (drivers\saturn.c). Attempt #1 to improve PERIodic flag (machine\stvcd.c). SCU logging fix (drivers\saturn.c). VDP1 command list 3 is a mirror for distorted sprite, fixes Hardcore 4x4 (video\stvvdp1.c). Made minit/sinit to force resync instead of boost interleave, fixes (MESS) Densetsu no Ogre Battle booting. Made SCU DMAs to be relative to master SH-2 cycles and indirect DMA, improves timing in most FMVs (drivers\saturn.c and video\stvvdp2.c). Support for TH control mode in SMPC (System Manager and Peripheral Control - machine\smpc.c), fixes inputs in (MESS) Heisei Tensai Bakabon Susume! Bakabons. Made the comms hack more useful (drivers\saturn.c and includes\stv.h). Fixed input regression with (MESS) Bug 2 (cpu\scudsp\scudspdasm.c, drivers\saturn.c and video\stvvdp1.c). Corrected VDP2 VRAM mirror, fixes missing gfxs in (MESS) Civilization and Silhouette Mirage. Added RGB555 drawgfxzoom, fixes gfxs for (MESS) Croc (video\stvvdp2.c). Moved a variable around in VDP1, fixes gfx updating in (MESS) Slam N Jam 96 and Cross Romance. Fixed linezoom in VDP2 (video\stvvdp2.c). Support fade in/out for rgb555 zooming tiles (video\stvvdp2.c). Part 1/2 of Last Bronx gfx fixing: Fixed shadows in double X condition and that shadow logic looks quite illogic to me (video\stvvdp2.c). State-ized Sega Saturn VDP1 & 2. State-ized CD block and finished state-izing VDP1, thanks to OG & Micko. Removed pointless VDP1 gfx decoding. Minor speed gain (video\stvvdp1.c, machine\stvcd.c). First pass in rewriting VDP2 bitmap layers. RGB32 being the first one. Check-point, (MESS) Burning Rangers now shows half-right FMV (video\stvvdp2.c). Added 4bpp and 8bpp cases, fixes at least Code R crash after loading (video\stvvdp2.c). Fixed linescroll for VDP2 bitmap layers. Fixed vertical linescroll mask too. Fixed zooming for (NESS) 3D Baseball the Majors (8bpp bitmaps). Added zooming for RGB15 (My Fair Lady). Added INTBACK buffer mechanism, fixes at least Rayman inputs (includes\stv.h and machine\smpc.c). Reverted a VDP1 wrong fix, causes problems in (MESS) World Series Baseball and Akumajou Dracula X. Fixed TH Control Method when TR is active, fixes input detection in 3D Lemmings (machine\smpc.c) [Angelo Salese]. Fixed old OSX compiler (machine\smpc.c) [Fabio Priuli].


Scott

synnchan

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Re: Purikura Daisakusen not working on MAME 0.161
« Reply #2 on: July 05, 2015, 07:55:29 pm »
Thank you, PL1. :)

I have stvbios and prikura. The stvbios was in the MAME 0.148 folder all this time but I didn't notice it. I only put prikura on the MAME 0.161 folder, so that's why it didn't work. But now I put stvbios there as well and the game worked like a charm. :D

However, I'm not sure if I have the correct versions of stvbios and prikura. The game still displays as yellow on MAME 0.161. That means the emulation is imperfect, right?

This is what I have inside prikura and stvbios:

Quote from: prikura
mpr19333.2
mpr19334.3
mpr19335.4
mpr19336.5
mpr19337.7

Quote from: stvbios
epr-17740.ic8
epr-17740a.ic8
epr-17951a.ic8
epr-17952a.ic8
epr-17953a.ic8
epr-17954a.ic8
epr-19730.ic8
epr-20091.ic8
stv110.bin
stv1061.bin
stvb111t.ic8
stvbios.nv

Am I missing something or is it good to go?

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Re: Purikura Daisakusen not working on MAME 0.161
« Reply #3 on: July 05, 2015, 10:08:30 pm »
Am I missing something or is it good to go?
Since the game passes the initial ROM check and runs, you should be current AFAIK.   :dunno

Disclaimer: I've never played the game and haven't upgraded to 0.161, so no idea what the emulation status is for the game in that version.


Scott