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Author Topic: Strange issue with Cave games on vertical monitor  (Read 2091 times)

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big10p

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Strange issue with Cave games on vertical monitor
« on: March 07, 2016, 02:21:09 pm »
Hi

I have a rather strange, intermittent issue running Cave games (Ibara, Air Gallet, Muchi Muchi Pork) on my vertically mounted MTC 9000 monitor. Sometimes, after the MAME notices are displayed, my monitor switches off, like it's x-ray protection circuit has been triggered, or something. I can hear the game playing, unthrottled. I've check the GM log and everything seems OK. The game is run in 2560x240@60 super res - a common mode used by lots of other games, but I've only noticed the issue with Cave games, so far.

I'm wondering if the Hfreq settings for the h9110 preset are actually a bit out of range for the MTC 9000, or something?!? But that doesn't explain how the same mode seems to work OK with other non-Cave games. And even the Cave games work OK, sometimes. Hmm. Maybe a bug in the Cave driver when the display is rotated?

Anyway, I'm going to investigate the issue further, first by testing on another MTC 9000. Can someone confirm I should be using the h9110 preset in VMMaker and MAME for this monitor, please?

I'll post logs etc. in a bit, if I don't get anywhere with figuring this out.

Thanks.

harveybirdman

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Re: Strange issue with Cave games on vertical monitor
« Reply #1 on: March 07, 2016, 03:28:22 pm »
Air Gallet is banpestro, so while I don't know the answer to your question I'd say the driver theory probably won't encompass it all.

Calamity

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Re: Strange issue with Cave games on vertical monitor
« Reply #2 on: March 07, 2016, 04:09:37 pm »
I've check the GM log and everything seems OK.

Share it with us :)
Important note: posts reporting GM issues without a log will be IGNORED.
Steps to create a log:
 - From command line, run: groovymame.exe -v romname >romname.txt
 - Attach resulting romname.txt file to your post, instead of pasting it.

CRT Emudriver, VMMaker & Arcade OSD downloads, documentation and discussion:  Eiusdemmodi

donluca

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Re: Strange issue with Cave games on vertical monitor
« Reply #3 on: March 07, 2016, 04:35:43 pm »
I can hear the game playing, unthrottled.

MAME has probably minimized, but I can't tell why or how.

I remember reading a thread in the past with the same issue, can't remember what the guy did to fix it, though.
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big10p

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Re: Strange issue with Cave games on vertical monitor
« Reply #4 on: March 07, 2016, 07:17:22 pm »
Good point about Air Gallet not being Cave. On further testing, I get the monitor switching off with other games anyway, like Juno First - so not a MAME driver issue.

Attached mmpork log, but after testing on my other MTC 9000, it seems the one in my vert cab has developed some kind of issue, as everything works fine on the other monitor.

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Re: Strange issue with Cave games on vertical monitor
« Reply #5 on: March 08, 2016, 11:34:04 am »
That's because of the multithreading option. Disable it. By the way, which frontend are you using? Does this happen when you launch the game from command line? (too many multithreading issues lately I'm afraid)
Important note: posts reporting GM issues without a log will be IGNORED.
Steps to create a log:
 - From command line, run: groovymame.exe -v romname >romname.txt
 - Attach resulting romname.txt file to your post, instead of pasting it.

CRT Emudriver, VMMaker & Arcade OSD downloads, documentation and discussion:  Eiusdemmodi

big10p

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Re: Strange issue with Cave games on vertical monitor
« Reply #6 on: March 08, 2016, 12:43:54 pm »
As I understand it, I need multithreading enabled for ASIO GM? I did try disabling it while testing, but it made no difference. Did all testing running GM from the command line.

Anyway, I *think* I've solved the issue. Checked over the monitor chassis and found that the IC2 socket was giving a poor contact on one of the legs. IC2 controls the x-ray protection circuit on this monitor, I believe. Soldered a new socket in and now everything I've tested works fine. Only just done it, so will test for a while longer before logging this issue as fixed. :)