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GCW Zero => Emulation => Topic started by: slaanesh on December 31, 2014, 06:35:01 am

Title: XMAME v1.0 release
Post by: slaanesh on December 31, 2014, 06:35:01 am
HAPPY NEW YEAR: XMAME v1.0 for GCW-Zero!

(http://3.bp.blogspot.com/-AdRzINDl4bQ/VKNyPNUI6HI/AAAAAAAAAMQ/GDLG8LK-xzc/s1600/MAME_pacman_font_320x240.png)


Current release is v1.3, see my webpage below for download links.

See www.slaanesh.net (http://www.slaanesh.net) for release details and download links.

New for v2.0 (not yet released)
* Analog control settings now saved (Was only a problem in 84).
* Added Noah's Ark (69 and 84).
* Updated Namco's Classics Collection Vol.1 + 2 added full sound.
* Updated Dynamite Duke fixed graphics issues.
* Added Brezzasoft's Crystal of Kings and Evolution Soccer. Unfortunately a bit slow but interesting to see running on the GCW0.
* Updated NEC V20/V30/V33 CPU.
* Added my version of MAME4ALL from Dingoo A320 which will become XMAME 0.41 (AKA MAME 0.37b5).
* Will run as an OPK - no longer "installs".

Updates for v1.3:
* Added 32-bit color mode and support in drivers where required for high quality alpha blending screens (all versions).
* Updates to drivers using ALPHA BLEND modes. Games supporting ALPHA in v1.0 - v1.2 always ran in 16-bit mode. The user will now have the option of running in 16 or 32-bit color mode. 16-bit mode is faster, 32-bit mode is more accurate and has some extra effects. The default is 16-bit mode, you need to select the 32-bit before starting the game. This only applies to certain games (see those listed below).
* Fixed: Bucky O'Hare and COW-boys of Moo-Meesa (69 and 84)
* Fixed: Dragon Blaze, Strikers 1945 II, etc (69 and 84)
* Fixed: Taito F3 games (69 and 84).
* Fixed: Analog controls (84).
* Fixed: Analog controls now have correct defaults for rotated screen modes (all versions).
* "No sound" option now works (all versions).
* Fixed: Sega System16 games like Altered Beast and Alien Storm and Enduro Racer. Hooray! Long standing bug which was really annoying! (all versions).
* Fixed: XMAME frontend after adding/removing ROMs and using "START" to refresh cached list, wasn't calculating correct number of games available for each filter mode.
* Fixed: Multi32 games like Outrunners for 69 and 84.
* Fixed: Konami games using KONAMIGX hardware (ie.Mystic Warriors, Violent Storm, etc)  for 69 and 84.
* Fixed: Gaelco 3D games however there is still an issue (see "Future release") for 84.
* Fixed: Tecmo Raiga - Strato Fighter for 84.
* Fixed: The Game Room's Lethal Justice for 84.
* Fixed: Tecmo's Super Pinball Action for 84.
* Added: save-state controls for 84. Also fixes for 52 and 69.
* Added: speed-ups for Neo Geo for 52 only. Everything runs at 100% 60FPS.

Future releases:
* Allow user defined installation location.
* Check installer when SD card has EXT2 or compatible filesystem.
* Later version of MAME, perhaps something in the 90s or maybe 105 or 106.
* timer.c issues with MAME 84. Some games "hang" ie. surfplnt and area51 when timer.c compiled with -O3 yet are fine with -O0 (though noticeably slower).


Will not fix issues:
* There is a known issue with the IPU Hardware scaling, some resolutions cause the GCW-Zero to crash and reboot.
The symptoms usually including the screen going black/white and then the machine rebooting.
Hard Drive and possibly others fall into this category. A kernel fix is required to resolve this issue (or I can do some workarounds).
* Different keys for coin and start. Well everything is configurable, you can set this yourself. Just use the MAME menus to set them to whatever you like. What is presented are just defaults. These have been chosen from experience. :)
Title: Re: XMAME v1.0 release
Post by: Gab1975 on December 31, 2014, 07:24:15 am
Thanks a lot! I will make a test very soon! :)

PS: the snapshots archive seems to be "corrupted"... I can't open it (I use 7zip)...
Title: Re: XMAME v1.0 release
Post by: surfi80 on December 31, 2014, 08:23:22 am
good morning to all! thank you very much Slaanesh by the emulator are you the fucking teacher
(http://i.imgur.com/YdmGHYG.gif)
Title: Re: XMAME v1.0 release
Post by: slaanesh on December 31, 2014, 08:43:57 am
The initial xmame_snapshot_1.0.tar.gz was not actually gzipped, just tarred. My bad.
I've updated the file and link.
You can either re-download or just untar using:
tar xvf xmame_snapshot_1.0.tar.gz
Title: Re: XMAME v1.0 release
Post by: surfi80 on December 31, 2014, 09:08:39 am
my question is, now where did I put the roms? then you need separate versions?
Title: Re: XMAME v1.0 release
Post by: surfi80 on December 31, 2014, 09:52:24 am
my question is, now where did I put the roms? then you need separate versions?

I think I have problems with the installation, you will not recognize the roms
(http://i.imgur.com/ARiz8ych.jpg)
Title: Re: XMAME v1.0 release
Post by: Gab1975 on December 31, 2014, 10:09:06 am
I think I have problems with the installation, you will not recognize the roms

What's the filesystem of your SD-Card? I think that FAT32 isn't compatible with the installation process!
Title: Re: XMAME v1.0 release
Post by: surfi80 on December 31, 2014, 10:25:49 am
is a 64gb sd card and not in FAT32
Title: Re: XMAME v1.0 release
Post by: Gab1975 on December 31, 2014, 10:27:00 am
@ Slaanesh:
I installed the XMAME in the internal memory and I put some ROMS in /usr/local/share/xmame/xmame84/roms (I use the Xbox 0.84 ROMset)... I tried to launch the XMAME, but an error message appears during the startup:
ERROR: Could not find any ROMS.

Probably I'm wrong, but (for now) I don't know what...

PS: in case, to uninstall the XMAME is it enough to delete the xmame dir (with all sub-folders) or are needed other steps?
Title: Re: XMAME v1.0 release
Post by: slaanesh on December 31, 2014, 10:30:21 am
@ Slaanesh:
I installed the XMAME in the internal memory and I put some ROMS in /usr/local/share/xmame/xmame84/roms (I use the Xbox 0.84 ROMset)... I tried to launch the XMAME, but an error message appears during the startup:
ERROR: Could not find any ROMS.

Probably I'm wrong, but (for now) I don't know what...

PS: in case, to uninstall the XMAME is it enough to delete the xmame dir (with all sub-folders) or are needed other steps?

You will need to put ROMs into ALL the roms directories.
By default xmame52 will start up first and if there is nothing in there it won't start.
So even just placing a single rom in there will do the job.

To undelete you can just remove the xmame dir.
The only other thing would be the xmame file for Gmenu2x located at: /media/data/local/home/.gmenu2x/sections/emulators/xmame
Title: Re: XMAME v1.0 release
Post by: slaanesh on December 31, 2014, 10:32:39 am
my question is, now where did I put the roms? then you need separate versions?

I think I have problems with the installation, you will not recognize the roms
(http://i.imgur.com/ARiz8ych.jpg)

I dont think your card format supports links. You will need it to be EXT2 format. Try install to internal storage.

Tomorrow, I will look at auto detecting if symlinks are possible on the installation file system and use them if so or just do straight copies if not.
Title: Re: XMAME v1.0 release
Post by: surfi80 on December 31, 2014, 10:47:56 am
@ Slaanesh:
I installed the XMAME in the internal memory and I put some ROMS in /usr/local/share/xmame/xmame84/roms (I use the Xbox 0.84 ROMset)... I tried to launch the XMAME, but an error message appears during the startup:
ERROR: Could not find any ROMS.
I installed in internal memory and get the same error
Title: Re: XMAME v1.0 release
Post by: slaanesh on December 31, 2014, 11:15:35 am
If you install to internal memory, the install will create the following directories.
Put at least one ROM file in each of the roms directories.

/media/data/local/share/xmame
                          |---xmame52
                          |     |---roms        <- put at least one rom here
                          |     |---snap
                          |     |---cfg
                          |     |---...and so on...
                          |---xmame69
                          |     |---roms        <- put at least one rom here
                          |     |---snap
                          |     |---cfg
                          |     |---...and so on...
                          |---xmame84
                          |     |---roms        <- put at least one rom here
                          |     |---snap
                          |     |---cfg
                          |     |---...and so on...


I just tried the entire installation on my GCW-Zero and of course it's all fine. Installed a single ROM to all directories and I'm playing...

Okay so has anyone successfully run a game yet? :)
Title: Re: XMAME v1.0 release
Post by: zephyrus on December 31, 2014, 11:41:38 am
Quote
Okay so has anyone successfully run a game yet? :)

yes, no problems here all runs fine, although you can put the keybindings in the opk info :)

from the readme:

Standard in-game MAME controls:

- D-Pad: UP, DOWN, LEFT and RIGHT.
- Buttons A,B,X,Y,L,R: MAME buttons 1,2,3,4,5,6.
- Buttons SELECT+R: Insert credit.
- Buttons SELECT+L: Start 1P game.
- Buttons SELECT+L+R: Exit.

Extended controls in game (to access menus and options)

- Buttons L+R: Pause.
- Buttons START+R: View FPS.
- Buttons START+L: XMAME menu. ie. Redefine keys, auto-fire, much more!
- Buttons START+Down: Take snapshot.
- Buttons START+Left: Save state.
- Buttons START+Right: Load state.
Title: Re: XMAME v1.0 release
Post by: slaanesh on December 31, 2014, 12:33:57 pm
Quote
Okay so has anyone successfully run a game yet? :)

yes, no problems here all runs fine, although you can put the keybindings in the opk info :)

from the readme:

Standard in-game MAME controls:

- D-Pad: UP, DOWN, LEFT and RIGHT.


Good idea, I'll add that in for the next release.
Title: Re: XMAME v1.0 release
Post by: hi-ban on December 31, 2014, 01:02:48 pm
has anyone had any success running "Golden Axe 2 - The revenge of Death adder"? (ga2.zip)

The game starts fine, but after some seconds the emulator crashes (segmentation fault)
Title: Re: XMAME v1.0 release
Post by: Gab1975 on December 31, 2014, 01:33:43 pm
You will need to put ROMs into ALL the roms directories.
By default xmame52 will start up first and if there is nothing in there it won't start.
So even just placing a single rom in there will do the job.

Yes... I put a ROM in all roms folders and now XMAME runs without problems!
Thanks for the help! :)

PS: I used only the 0.84 ROMset, for all different roms folders.
Title: Re: XMAME v1.0 release
Post by: Gab1975 on December 31, 2014, 01:48:40 pm
has anyone had any success running "Golden Axe 2 - The revenge of Death adder"? (ga2.zip)

The game starts fine, but after some seconds the emulator crashes (segmentation fault)

Same issue!  ... and with Arabian Fight too (both games are based on a System32 hardware) ! :(
Title: Re: XMAME v1.0 release
Post by: hi-ban on December 31, 2014, 01:54:23 pm
the emulator also crashes after loading Die Hard Arcade (diehard.zip).
Note: this game needs the STV Bios.
Title: Re: XMAME v1.0 release
Post by: AskaLangly on December 31, 2014, 01:54:30 pm
Is THIS capable of running what I said earlier: PuchiCarat and SegaSonic the Hedgehog?
Title: Re: XMAME v1.0 release
Post by: surfi80 on December 31, 2014, 01:59:13 pm
has anyone had any success running "Golden Axe 2 - The revenge of Death adder"? (ga2.zip)

The game starts fine, but after some seconds the emulator crashes (segmentation fault)
I feel the same, yet the alligator hunt if it works (aligatun.zip)
Title: Re: XMAME v1.0 release
Post by: Gab1975 on December 31, 2014, 02:03:36 pm
the emulator also crashes after loading Die Hard Arcade (diehard.zip).
Note: this game needs the STV Bios.

I think that the STV board is an "out of range" for the GCW Zero... this board is a coin-op based on the SEGA Saturn hardware...
Title: Re: XMAME v1.0 release
Post by: hi-ban on December 31, 2014, 02:16:11 pm
the emulator also crashes after loading Die Hard Arcade (diehard.zip).
Note: this game needs the STV Bios.

I think that the STV board is an "out of range" for the GCW Zero... this board is a coin-op based on the SEGA Saturn hardware...

well, in that case it should run slow, but not crash.
Title: Re: XMAME v1.0 release
Post by: Elaphe on December 31, 2014, 02:56:17 pm
Is this the new long-awaited version of MAME4ALL or is it a completelly different emulator? In this case, what are the advantages of it? Better emulation? Improved performance? More emulated games? Thanx.
Title: Re: XMAME v1.0 release
Post by: Xaijiqq on December 31, 2014, 02:56:58 pm
ok, didn't see the option to install to external storage (later read: the gcw doesn't always mount the SD card successfully first time around) so i ended up choosing to install from internal storage, it worked and the games ran fine.  then decided to try and re-install everything and see if i can get the external storage working this time around.  so i deleted everything, the dir, and xmame file in the gmenu2x, etc.

but right now whenever i try to transfer the xmame_1.0.opk file to either apps folder (internal/external) via ftp it immediately starts trying to transfer roms from my desktop instead and get this error: "Folder not found! /media/data/local/share/xmame/xmame84/roms/" like its trying to transfer to the folders i'd deleted

any ideas to resolve this?  right now the opk file just doesn't want to transfer
Title: Re: XMAME v1.0 release
Post by: Gab1975 on December 31, 2014, 03:15:23 pm
any ideas to resolve this?  right now the opk file just doesn't want to transfer

I don't know if this suggestion will be useful, but  there's no harm in trying! ;)
You can try to rename your opk file (e.g. xmame_installer.opk) and see what happens...
Title: Re: XMAME v1.0 release
Post by: Gab1975 on December 31, 2014, 03:23:47 pm
well, in that case it should run slow, but not crash.

Other two games, which should run, but they crash (come back to the Gmenu2X), are Bubble Bobble 2 and Puzzzle Bobble 3 (Taito F3 board).
Title: Re: XMAME v1.0 release
Post by: Gab1975 on December 31, 2014, 03:28:57 pm
Is this the new long-awaited version of MAME4ALL or is it a completelly different emulator? In this case, what are the advantages of it? Better emulation? Improved performance? More emulated games? Thanx.

MAME4ALL supports the 0.37b5 ROMset while XMAME the 0.52, 0.69 and 0.84 ROMsets... a lot of new supported games! Moreover XMAME should have a better emulation speed ! ;)
Title: Re: XMAME v1.0 release
Post by: AskaLangly on December 31, 2014, 03:32:42 pm
I will try MAME once again... been a LONG time using it.
And does this already have a high score data-file?
Title: Re: XMAME v1.0 release
Post by: Xaijiqq on December 31, 2014, 03:33:54 pm
ok think i got an idea on the problem basically my ftp client had to be restarted seemed like it was going through some cache catastrophe.  though now i'm only getting the option still for internal storage install.  a reboot didn't fix it, i'll try doing everything again.  i take it most of you had luck getting the external storage working?

oh yea and slaanesh thanks for the release! :-*
Title: Re: XMAME v1.0 release
Post by: Inertia on December 31, 2014, 03:40:25 pm
Oh!!! 1 year after the original release of mame on GCW Slaanesh gives us XMame!!
AWESOME!!

THANK YOU SLAANESH!!!! :):)
Title: Re: XMAME v1.0 release
Post by: zear on December 31, 2014, 03:44:48 pm
though now i'm only getting the option still for internal storage install.  a reboot didn't fix it, i'll try doing everything again.  i take it most of you had luck getting the external storage working?

After inspecting the OPK contents:
Code: [Select]
BASE_INSTALL_PATH_SD=/media/sdcard/appsThis is an incorrect directory for SD card mount point. The correct directory is /media/[card_name]/
With the current path, XMAME won't install on SD cards that contain disk labels.
Title: Re: XMAME v1.0 release
Post by: Gab1975 on December 31, 2014, 03:55:10 pm
i take it most of you had luck getting the external storage working?

As Zear wrote, if your micro-sd isn't labeled "sdcard" the installer doesn't identify the external memory.
Title: Re: XMAME v1.0 release
Post by: zephyrus on December 31, 2014, 04:28:41 pm
Quote
MAME4ALL supports the 0.37b5 ROMset while XMAME the 0.52, 0.69 and 0.84 ROMsets... a lot of new supported games! Moreover XMAME should have a better emulation speed ! ;)

well, slaanesh wrote:

XMAME v1,0 for GCW-Zero supports three versions:

MAME 0.37b16, 0.69 and 0.84.

so .37b16 or .52?  :)
Title: Re: XMAME v1.0 release
Post by: pcercuei on December 31, 2014, 05:01:44 pm
Please, don't install anything else than OPKs in the "apps" folder, otherwise it will slow down the loading when starting gmenu2x. Any other location on the internal/external SD cars is fine.
Title: Re: XMAME v1.0 release
Post by: Gab1975 on December 31, 2014, 05:30:47 pm
so .37b16 or .52?  :)

"0.52" is an alternative ID for the 0.37b16 ROMset... like 0.41 is an alternative ID for the 0.37b5 ROMset...
you can see a complete list of old MAME releases here:  http://mamedev.org/oldrel.html
Title: Re: XMAME v1.0 release
Post by: slaanesh on December 31, 2014, 08:25:30 pm
Yeah, there may a few games that don't work. One particular type of crash to look out for is one that reboots the machine, the screen will go black and then white and the machine will reboot.
Let me know if that is the type of crash.

As for other games that don't work, I'll look into them, just let me know what doesn't work.

Also would be interesting to know how many people are installing to internal or external storage.

During development I pretty much only used internal storage and only later on realized that people may want to install to SD card - that's why the installer has some restrictions. I'll look into those today and create a 1.01 installer that should fix these problems.
Title: Re: XMAME v1.0 release
Post by: slaanesh on December 31, 2014, 08:36:16 pm
Please, don't install anything else than OPKs in the "apps" folder, otherwise it will slow down the loading when starting gmenu2x. Any other location on the internal/external SD cars is fine.

I'll change this around for the 1.01 installer.
Title: Re: XMAME v1.0 release
Post by: Nebuleon on December 31, 2014, 08:36:27 pm
Wait a minute here. Why do you have to create an installer? Can you not run the MAME executable(s) from the OPK itself, and let the user put it where he/she wants (/media/something/apps)?
Title: Re: XMAME v1.0 release
Post by: codingcampbell on December 31, 2014, 08:58:58 pm
Wait a minute here. Why do you have to create an installer? Can you not run the MAME executable(s) from the OPK itself, and let the user put it where he/she wants (/media/something/apps)?

+1

I appreciate your hard work slaanesh but I avoided this software because I felt uneasy about "installing" something in this way. I'd much prefer this project to follow GCW's standard OPK distribution practice. It is easier for me as a user to manage the apps plus you get the benefit of squashfs compression. You would probably also avoid the filesystem problems and having to assume an incorrect path for sd cards.
Title: Re: XMAME v1.0 release
Post by: slaanesh on January 01, 2015, 12:16:23 am
Well I thought it would be better to be installed. My reasons were:

* Have the entire application and it's data files in the one spot. Personally I find it annoying having files distributed around the filesystem for applications.
* Easily share resources between versions of MAME. ie. roms/ and snap/ directories are prime candidates as well as the history, hiscore and optional cheat dat database files.
* No need to "launch" an OPK to have the application available. Whilst this isn't much benefit for most users, as a developer having the application ready to go without launching the OPK is very useful. And I reasoned that it there would be not much difference to the end user between using an OPK or running the executables.
* Configuration of file paths to XMAME directories. Having everything in the one spot means this was easily done through the XMAMEROOT environment variable.

I nice conceptual model for the XMAME setup is that the directory containing the main executable has all it's relevant resources underneath.

-XMAME69
  |---MAME.SDL.69
  |---history.dat    <-shared
  |---hiscore.dat    <-shared
  |---cheat.dat      <-shared
  |---roms/          <-could be shared
  |---snap/          <-could be shared
  |---cfg/
  |---frontend/
  |---memcard/



Wait a minute here. Why do you have to create an installer? Can you not run the MAME executable(s) from the OPK itself, and let the user put it where he/she wants (/media/something/apps)?

+1

I appreciate your hard work slaanesh but I avoided this software because I felt uneasy about "installing" something in this way. I'd much prefer this project to follow GCW's standard OPK distribution practice. It is easier for me as a user to manage the apps plus you get the benefit of squashfs compression. You would probably also avoid the filesystem problems and having to assume an incorrect path for sd cards.

Well you already can put it where you want - to a degree - if you have EXT2 FS on your SD card.
But I will fix this today so that it can be installed to either internal or external storage for any filesystem, FAT32 or EXT2 or whatever.

If enough people want to run it from OPK only then I can change it but i really don't see any advantage in this over the current system. Please convince me otherwise :)

One question:
Why is the SD card mounted to /media/<LABEL>? Why is there no alternative, static mount point to the SD card? Having it mounted to the SD card's label name isn't a good idea IMHO. The SD card should be mounted to the same point regardless of it's name/label.
Title: Re: XMAME v1.0 release
Post by: AtariHERO on January 01, 2015, 12:30:57 am
any special neogeo.zip file needed ?
, the one i had does not work anymore  ???
Title: Re: XMAME v1.0 release
Post by: Elaphe on January 01, 2015, 12:34:15 am
Well, then let's see how it compares to upcoming version of MAME4All, which is supposed to be released very soon and support roms up to 0.74.
Title: Re: XMAME v1.0 release
Post by: codingcampbell on January 01, 2015, 12:58:49 am
Well I don't want to derail an otherwise enthusiastic thread but I'll share my point of view:

Well I thought it would be better to be installed. My reasons were:

* Have the entire application and it's data files in the one spot. Personally I find it annoying having files distributed around the filesystem for applications.

I disagree with this premise. Most (all?) of the GCW software ships its read-only storage as the OPK, stores userdata in a ~/.dotfolder/ and, in the case of emulators, you can load ROMs from wherever (I choose to store these in my home folder).

I think consistency is important and, while I don't fully understand the multi-version problem you're solving, I don't see why this emulator needs to deviate from the rest.

* Easily share resources between versions of MAME. ie. roms/ and snap/ directories are prime candidates as well as the history, hiscore and optional cheat dat database files.

I'll defer to you on this one, I'm not very aware of the multi-version setup. However, in other emulators, after I select a ROM the first time, it defaults to showing me the parent directory of that ROM the next time I need to select one.

* No need to "launch" an OPK to have the application available.

But OPK is a one-file distribution format and you get squashfs compression .. why not use it?

* Configuration of file paths to XMAME directories. Having everything in the one spot means this was easily done through the XMAMEROOT environment variable.

I don't have knowledge/opinion on this one.

Anyway, just my 0.2c. I think above all else you should be consistent with the platform you distribute to, unless there is a significant technical reason to deviate. And in your case you wouldn't have to worry about details like sd-card format etc. But again I don't want to derail this thread further. Congrats on shipping and thanks for giving to the community :)

One question:
Why is the SD card mounted to /media/<LABEL>?

+1 - /media/sdcard static mount would be great, like Android does.
Title: Re: XMAME v1.0 release
Post by: slaanesh on January 01, 2015, 01:32:13 am
Thanks for your feedback.

I have a confession to make - I'm not *that* interested in the installation/OPK side of the software; my interest is in porting and then optimizing the actual emulator and getting the games running as smoothly and as excellently as possible. I like solving problems when particular games don't work. I like making new games work. I like making things go faster.

However I do want to make it all work :)

The installation part of the project doesn't motivate me very highly. For this reason I tried solving the issue of the relatively complex file structure and various paths in easiest way possible from my point of view - which does deviate with the standard way other people have packaged their OPKs.

As for offering the user the exact ROMs directory location, this approach isn't really sufficient in this case - if you want to offer the user flexibility then it should be able to define exactly where everything goes.

For XMAME the following directories are used in each of the three versions of XMAME I've offered:

roms
snap
cfg
nvram
samples
memcard
inp
hi
sta
artwork
frontend
history.dat
hiscore.dat
cheat.dat

That's a lot to take care of and choose where everything goes, as that is multiplied by three.

Some of these contain content supplied by the user: roms, snap, samples, artwork
Some of these contain files which will be generated by XMAME: snap, cfg nvram, memcard, inp, hi, sta, frontend
Some may be a bit of both.
Some of these directories could be shared amonst versions of MAME: roms, snap
Whilst the remaining must be specific to the version of XMAME using it.

So how much user control do you offer?

Well be default, XMAME actually does offer full control - if you want. I haven't changed the way XMAME works - the user could in theory change where everything is.

However, and this is the big but, on a handheld console, lacking a keyboard, configuration of all these paths and files is difficult and tedious.

So, for simplicity, I decided on limiting the installation choice to either "internal" or "external" and XMAME taking care of the exact locations of all these paths/files I listed above. Whilst not consistent with the regular GCW approach, I felt that in this case this was an OK solution. After all, does it really matter exactly where the user content is placed on the storage? Do most users really care? I wouldn't think so in most cases, but there are of course always people who do.
That's why I created the XMAMEROOT environment variable concept so adopting the read-only OPK approach is feasible with not too much having to change.

I'll fix the current installer to work with FAT32 but after that for the next release I'll have to think about how things perhaps could be changed or if just kept as-is.



Title: Re: XMAME v1.0 release
Post by: AtariHERO on January 01, 2015, 02:17:35 am
I for once.can't get the neogeo games to run.
Thay used to work with mame4all
Title: Re: XMAME v1.0 release
Post by: slaanesh on January 01, 2015, 03:47:07 am
For XMAME 84 and 69 neogeo.zip file needs to be updated.

Make sure it contains:

neogeo.zip
 Length   Method    Size  Cmpr    Date    Time   CRC-32   Name
--------  ------  ------- ---- ---------- ----- --------  ----
   65536  Defl:N     1398  98% 12-24-1996 23:32 e09e253c  000-lo.lo
  131072  Defl:N    27230  79% 12-24-1996 23:32 91b64be3  asia-s3.rom
  131072  Defl:N    15380  88% 12-24-1996 23:32 354029fc  sfix.sfx
  131072  Defl:N    11245  91% 12-24-1996 23:32 97cf998b  sm1.sm1
  131072  Defl:N    27498  79% 12-24-1996 23:32 2723a5b5  sp-e.sp1
  131072  Defl:N    28132  79% 12-24-1996 23:32 acede59c  sp-j2.rom
  131072  Defl:N    26856  80% 12-24-1996 23:32 c7f2fa45  sp-s.sp1
  131072  Defl:N    27395  79% 12-24-1996 23:32 9036d879  sp-s2.sp1
  131072  Defl:N    27338  79% 12-24-1996 23:32 e72943de  usa_2slt.bin
  131072  Defl:N    45133  66% 12-24-1996 23:32 f0e8f27d  vs-bios.rom
--------          -------  ---                            -------
 1245184           237605  81%                            10 files


The KOF series of games work for sure as well as many others that have been tested... ie. kof2000, kof98

If you have problems, please let me know what settings you used and what version of XMAME. ie xmame.SDL.69, etc.
Title: Re: XMAME v1.0 release
Post by: Senor Quack on January 01, 2015, 04:34:43 am
Thanks for this updated version, Slaanesh!  I was able to use Clrmamepro on a v154 MAME romset to generate a .37b16 and a .84 set of ROMs and it runs well.  I'm just running into troubles saving states. It will say "Select position to save to" and essentially freeze. So, for now, I'm not doing anything with save states.  Also, I had to map Player 1 buttons 5 & 6 manually, as they do not seem to come mapped, or at least not properly. I made START be the emulator's pause button and mapped buttons 5 & 6 to the triggers.

Since I have a FAT32-formatted SD, I took the option of installing XMAME to internal memory. I chose to place my MAME roms onto the external SD. I then telnet'ed in (one could also use ssh) and issued the following commands to make softlinks to the SD's ROM folders:
Code: [Select]
cd /media/data/local/share/xmame/xmame84
rm -rf roms
ln -s /media/sdcard/ROMS/MAME/84_conversion/ roms
cd /media/data/local/share/xmame/xmame69
rm -rf roms
ln -s /media/sdcard/ROMS/MAME/37b16_conversion/ roms
cd /media/data/local/share/xmame/xmame52
rm -rf roms
ln -s /media/sdcard/ROMS/MAME/37b16_conversion/ roms

Note above that I didn't bother making a .69 conversion set, as .84 and .37b16 is enough for me, and just made the .69 roms folder a symlink to the same set I'm using for .52.  I placed my converted romsets in folders 84_conversion and 37b16_conversion.. you guys can choose different names and places on the SD to put them, and adjust the above commands accordingly.
Title: Re: XMAME v1.0 release
Post by: slaanesh on January 01, 2015, 05:42:56 am
I find 69 is actually the best version - a little to a fair bit faster than 84 in manty cases.

Save states is tricky... Most games do not support save states, though as the versions increase so does save state compatibility.

As a general guide, Neo Geo and Taito have support. I tried xexex and that works from 52 onwards.

I also have a new version of the installer ready.
Will upload shortly.
Title: Re: XMAME v1.0 release
Post by: Xaijiqq on January 01, 2015, 09:12:33 am
I also have a new version of the installer ready.
Will upload shortly.
that would be much appreciated :)
Title: Re: XMAME v1.0 release
Post by: Gab1975 on January 01, 2015, 09:35:59 am
I noticed that, when I add or I remove some games, the emulator ROMs lists aren't updated automatically... to refresh the lists I need to go into the connected "frontend" folder and delete xmame.lst file...
This is not a "big problem", but a good solution could be to add a function/button in the menu to refresh the list, e.g.: "X: Refresh"
Title: Re: XMAME v1.0 release
Post by: Xaijiqq on January 01, 2015, 09:48:47 am
I noticed that, when I add or I remove some games, the emulator ROMs lists aren't updated automatically... to refresh the lists I need to go into the connected "frontend" folder and delete xmame.lst file...
This is not a "big problem", but a good solution could be to add a function/button in the menu to refresh the list, e.g.: "X: Refresh"
you can press start when at the gamelist to check available roms which refreshes the list ;)
Title: Re: XMAME v1.0 release
Post by: Gab1975 on January 01, 2015, 10:16:43 am
you can press start when at the gamelist to check available roms which refreshes the list ;)

Thanks for the tip! ;) ... sometimes I'm a bit "lamer" ! :P
Title: Re: XMAME v1.0 release
Post by: pcercuei on January 01, 2015, 11:03:04 am
I don't really mind the installer if it's done properly - although I really don't get the point.

What I do mind, is that you hardcode the paths. This *will* break at some point, and makes your port really tight to OpenDingux. If you need to install data, the best is to install to $HOME/.local/share/mame or $HOME/.mame, and then it will work on every GNU/Linux OS.

About the mount-point of the external SD card: we could have decided to use a fixed mount-point but that's not how we want to do things in OpenDingux, for the same reason we don't want hardcoded paths: it makes the application really specific to OpenDingux. Then, it is becomes a pain to port it to something else, and/or breaks when we update the OS... and this is a big problem: if a lot of apps break everytime we update something in the OS, then we just discard the update to avoid problems. Having the applications more OS-agnostic give us the flexibility to tweak the OS and improve it as we go.
Title: Re: XMAME v1.0 release
Post by: slaanesh on January 01, 2015, 11:55:53 am
What I do mind, is that you hardcode the paths. This *will* break at some point, and makes your port really tight to OpenDingux. If you need to install data, the best is to install to $HOME/.local/share/mame or $HOME/.mame, and then it will work on every GNU/Linux OS.
I'll make the install point $HOME/.xmame for the next major release.

For now I've updated the installer so there is a v1.1 available. The main executables have not changed - just the installer.

It should now work with SD cards formatted as FAT32, even if it has a named label.

Check my webpage www.slaanesh.net (http://www.slaanesh.net) for a new download link.
Title: Re: XMAME v1.0 release
Post by: Gab1975 on January 01, 2015, 01:31:11 pm
I tried four SEGA System32 games (Air Rescue, Aliens 3 the Gun, Arabian Fight and Golden Axe 2) and all of them have the same issue: the emulation starts, there are graphic glitches (especially related to the zoom effects) and after few seconds the game crashes (come back to the Gmenu2X).
Title: Re: XMAME v1.0 release
Post by: Xaijiqq on January 01, 2015, 01:57:26 pm
copied v1.1 to the internal apps folder and chose to install to external SD card which initially seemed to have worked.  but after it completed when brought back to the gmenu2x i don't see the XMAME v1.1. icon?  the installer is still there of course.  tried rebooting and nothing

no directories, no icon, do i need to re-install v1.0 first?  because i did delete everything before trying v1.1

Title: Re: XMAME v1.0 release
Post by: Xaijiqq on January 01, 2015, 03:11:35 pm
"You may need to correct some symlinks ie. 'snap' directory and hiscore.dat and history.dat and adjust the icon path"

so how exactly is this done?  specifically the icon path
Title: Re: XMAME v1.0 release
Post by: chevette on January 01, 2015, 03:41:27 pm
Thanks Slaanesh. Just installed on my FAT32 32GB microSD card + it worked perfectly. Thanks for all the cool emulators on the Dingoo A320 and now the ZERO.....happy New Year!!
Title: Re: XMAME v1.0 release
Post by: slaanesh on January 01, 2015, 08:10:52 pm
copied v1.1 to the internal apps folder and chose to install to external SD card which initially seemed to have worked.  but after it completed when brought back to the gmenu2x i don't see the XMAME v1.1. icon?  the installer is still there of course.  tried rebooting and nothing

no directories, no icon, do i need to re-install v1.0 first?  because i did delete everything before trying v1.1

You won't need to fix anything now after the XMAME v1.1 installer finishes, it takes care of everything

The real problem is that I have found that the GCW-Zero doesn't mount the SD card sometimes! It's nothing to do with XMAME I'm afraid. The only thing you can do is use the "Settings=>Reboot" icon from within Gmenu2x.

I'll look into the Sega system32 games.

EDIT: Found it. Okay that will be fixed in the next release.
Title: Re: XMAME v1.0 release
Post by: Xaijiqq on January 01, 2015, 09:18:31 pm
got it sorted thanks :D

namco classics collection vol.1 & 2 crashes back to gmenu2x after selecting a game, these two would be great to play.  same thing happens with mousetrap and venture

although the lightgun games work very well after adjustments like cheyenne, crossbow, chiller i'm surprised at how well the crosshairs control :-* also the nintendo lightgun games like vs. hogans alley and vs. duck hunt work good

also, anyway to fix the audio and tunnel graphical glitch in grand champion? 
Title: Re: XMAME v1.0 release
Post by: Gab1975 on January 01, 2015, 10:36:20 pm
I'll look into the Sega system32 games.

EDIT: Found it. Okay that will be fixed in the next release.

Thanks! I'm looking forward to see the System32 games, like Golden Axe 2 and Arabian Fight", run on GCW Zero! ;)

PS: when you have time, can you check the TAITO F3 games (Arabian Magic, Bubble Bobble 2, Puzzle Bobble 3, etc.)? I tried to launch some ROMs, but after few seconds the emulator crashes (it comes back to the Gmenu2X).
Title: Re: XMAME v1.0 release
Post by: slaanesh on January 01, 2015, 10:58:14 pm
the emulator also crashes after loading Die Hard Arcade (diehard.zip).
Note: this game needs the STV Bios.
Looking into this one.

UPDATE:
Well the problem seems to be related to the IPU hardware scaling. Some resolutions just don't work.
This particular game sets 704x480 initially which SDL says it doesn't like.
If you select Software rendering then it will get a little further but not much happening.
It's a pretty heavy hardware spec anyway, I dont think it will run very well even on the GCW-Zero.
Title: Re: XMAME v1.0 release
Post by: slaanesh on January 01, 2015, 11:04:52 pm
I'll look into the Sega system32 games.

EDIT: Found it. Okay that will be fixed in the next release.

Thanks! I'm looking forward to see the System32 games, like Golden Axe 2 and Arabian Fight", run on GCW Zero! ;)

PS: when you have time, can you check the TAITO F3 games (Arabian Magic, Bubble Bobble 2, Puzzle Bobble 3, etc.)? I tried to launch some ROMs, but after few seconds the emulator crashes (it comes back to the Gmenu2X).

Did you try 69 or 84? Try 69 if you haven't already.
I'll look into it regardless.

Okay these work on 69 but not 84. Will fix for 84.
Title: Re: XMAME v1.0 release
Post by: Gab1975 on January 01, 2015, 11:17:14 pm
Did you try 69 or 84? Try 69 if you haven't already.
I'll look into it regardless.

I tried the ROMset 0.84... unfortunatelly I don't have the ROMset 0.69! :(
Thanks for your willingness! :)
Title: Re: XMAME v1.0 release
Post by: slaanesh on January 01, 2015, 11:21:54 pm
Did you try 69 or 84? Try 69 if you haven't already.
I'll look into it regardless.

I tried the ROMset 0.84... unfortunatelly I don't have the ROMset 0.69! :(
Thanks for your willingness! :)

This is where symlinks are invaluable.
You can use the 84 romset for 69 - most games will work.

If you installed to internal storage you can run the following commands from a shell prompt:


cd /media/data/local/share/xmame/xmame69
rmdir roms
ln -s ../xmame84/roms roms


Then start XMAME 1.1 and from the frontend switch to 69 and press START to re-cache your roms and go for it. :)
Title: Re: XMAME v1.0 release
Post by: Gab1975 on January 02, 2015, 12:29:00 am
@ Slaanesh:
I did as you wrote... I used the TAITO F3 games (ROMset 0.84) with XMAME 0.69 and they worked well (the average framerate is quite low, about 20-15 fps, but all works properly). Otherwise, the System32 games have the same issue.
Title: Re: XMAME v1.0 release
Post by: slaanesh on January 02, 2015, 03:29:22 am
@ Slaanesh:
I did as you wrote... I used the TAITO F3 games (ROMset 0.84) with XMAME 0.69 and they worked well (the average framerate is quite low, about 20-15 fps, but all works properly). Otherwise, the System32 games have the same issue.
They are heavy going games, lots of hardware to emulate I'm afraid. I've already made some optimizations in the v1.0+ builds though there are still a few things to do that will help a little here and there. But I don't think we are going to get 100% 60FPS from these games with the GCW-Zero.

I've fixed system32 for 69 just working on the 84 side of it, so these will playable in XMAME 1.2
Title: Re: XMAME v1.0 release
Post by: dingooforever on January 02, 2015, 05:53:22 am
Any news of the Openpandora XMame release?

Will it include ASM cores for better speed?
Title: Re: XMAME v1.0 release
Post by: Gab1975 on January 02, 2015, 07:48:58 am
They are heavy going games, lots of hardware to emulate I'm afraid. I've already made some optimizations in the v1.0+ builds though there are still a few things to do that will help a little here and there. But I don't think we are going to get 100% 60FPS from these games with the GCW-Zero.

Yes, I know... a TAITO F3 board, only "CPUs side", has got a MC68EC020 @16 MHz (main CPU) and a MC68000 @16 MHz (sound CPU)... in any case, you made an excellent work! ;)

I've fixed system32 for 69 just working on the 84 side of it, so these will playable in XMAME 1.2

I'm glad to read that you solved the System32 issue! ;)
Title: Re: XMAME v1.0 release
Post by: slaanesh on January 02, 2015, 08:05:27 am
Any news of the Openpandora XMame release?

Will it include ASM cores for better speed?
It certainly does :)
On my 600Mhz Pandora it's already faster than GCW-Zero version with M68000/Z80 games.
Title: Re: XMAME v1.0 release
Post by: slaanesh on January 02, 2015, 09:58:48 am
XMAME v1.2 is available now fixing issues with taito_f3 and system32 games for XMAME69 and XMAME84.

See www.slaanesh.net (http://www.slaanesh.net) for updated download links.
Title: Re: XMAME v1.0 release
Post by: Gab1975 on January 02, 2015, 10:26:31 am
Thanks a lot for the update! :)

To install the new release is it better to remove xmame dir (and all sub-folders) before to launch the installer or is it enough overwrite all ?

PS: Obviously I intend to install the XMAME 1.2 in the same position of the previous one (internal storage memory).

Title: Re: XMAME v1.0 release
Post by: surfi80 on January 02, 2015, 10:34:52 am
XMAME v1.2 is available now fixing issues with taito_f3 and system32 games for XMAME69 and XMAME84.

See www.slaanesh.net (http://www.slaanesh.net) for updated download links.
perfect friend, you are a crack
Title: Re: XMAME v1.0 release
Post by: slaanesh on January 02, 2015, 10:36:53 am
You can install updates directly over existing installs. I always test this before releasing and is safe.
Title: Re: XMAME v1.0 release
Post by: surfi80 on January 02, 2015, 12:54:43 pm
hi guys, have you tried the game Wild West COW-Boys of Moo Mesa?
you can try it with this new version?
Title: Re: XMAME v1.0 release
Post by: Gab1975 on January 02, 2015, 02:33:26 pm
You can install updates directly over existing installs. I always test this before releasing and is safe.

Yes, the installer worked perfectly... now the System32 games work without problems (the average framerate isn't very high, about 18-20 fps, but it's enough for a good playability).

PS: I noticed that the option to disable sound isn't functional. In some games I set "Sound Off", but the sound emulation remained operative.
Title: Re: XMAME v1.0 release
Post by: sparkymark79 on January 02, 2015, 03:59:45 pm
anybody know where to get hold of rollback roms for Mame or is it like the fightclub rule....one must not talk about it. Feel free to delete this message if so, or PM me if not!
Title: Re: XMAME v1.0 release
Post by: sparkymark79 on January 02, 2015, 04:04:19 pm
I must admit I did not expect the UI as it is. I thought you would have a list of roms, and if the rom supports >1 mame version then you choose which one to run. I would have then thought that the filter option would allow you to filter between roms which are specific to the versions or just show all.

Not that I'm complaining, just jibbering really. thanks for this Slaanesh :)
Title: Re: XMAME v1.0 release
Post by: slaanesh on January 02, 2015, 07:32:13 pm
You can install updates directly over existing installs. I always test this before releasing and is safe.

Yes, the installer worked perfectly... now the System32 games work without problems (the average framerate isn't very high, about 18-20 fps, but it's enough for a good playability).

PS: I noticed that the option to disable sound isn't functional. In some games I set "Sound Off", but the sound emulation remained operative.

Thanks for the feedback - also I'll check into the sound on/off issue.
I must admit I did not expect the UI as it is. I thought you would have a list of roms, and if the rom supports >1 mame version then you choose which one to run. I would have then thought that the filter option would allow you to filter between roms which are specific to the versions or just show all.

Not that I'm complaining, just jibbering really. thanks for this Slaanesh :)

That's an interesting approach, I didn't think about it from that way.
Title: Re: XMAME v1.0 release
Post by: Xaijiqq on January 02, 2015, 07:40:23 pm
updated to v1.2 (internal storage) and it works except it isn't saving my button mapping.  however i notice it does create .cfg files, do i need to enter some sort of command in telnet or?
Title: Re: XMAME v1.0 release
Post by: slaanesh on January 02, 2015, 09:02:08 pm
updated to v1.2 (internal storage) and it works except it isn't saving my button mapping.  however i notice it does create .cfg files, do i need to enter some sort of command in telnet or?

No additional magic is required :)

I tried button mapping on XMAME 1.2 for 52, 69 and 84 and all seem to function as expected.

ie.

start game
enter MAME menu (START+L)
map a function to a GCW-Zero button
exit game
restart game
enter MAME menu
function is mapped to new definition

Can you let me know exactly what you are doing? Which MAME? Is it for an analog control? ie. the analog joystick?
Title: Re: XMAME v1.0 release
Post by: Xaijiqq on January 02, 2015, 09:13:07 pm
yes my problem is its not saving for games with the 'Analog Controls' setting.  i guess for now this is normal?  the Input sections appear to save after looking at it again  :)

i'm using mame 84

Title: Re: XMAME v1.0 release
Post by: slaanesh on January 02, 2015, 11:42:07 pm
I wasn't sure if that was being saved or not.

It's on the to-do list.
Title: Re: XMAME v1.0 release
Post by: tekkaman on January 03, 2015, 12:28:33 am
I haven't tried this yet. But I think the idea of having everything in one place is good. One of the things I loved about my now broken Caanoo was the ease of use. You could often forget it was running Linux because you just have to literally throw the stuff in the correct directory and it would work. Making backup of saves and snapshots quite easy because you knew everything was in the directory of the emulator. I had some difficulty transferring my saves from the Caanoo to the Zero.
Title: Re: XMAME v1.0 release
Post by: slaanesh on January 03, 2015, 11:07:38 am
yes my problem is its not saving for games with the 'Analog Controls' setting.  i guess for now this is normal?  the Input sections appear to save after looking at it again  :)

i'm using mame 84

Fixed. Will be part of XMAME 1.3.

Was only an issue for MAME 84.
Title: Re: XMAME v1.0 release
Post by: Gab1975 on January 03, 2015, 01:54:14 pm
Maybe I found two issues:

SEGA Alien Storm doesn't work... in theory the bootleg version (astormbl.zip) should work fine, instead the screen remains black, if you press L+START (insert coins) a green writing appears (PRESS START), but nothing more.

SEGA Altered Beast (altbeast.zip and altbeast2.zip) isn't playable, the game begins without problems, but the background doesn't scroll and the sprites of defeated zombies remain on the screen.
Title: Re: XMAME v1.0 release
Post by: AtariHERO on January 03, 2015, 02:35:26 pm
If you transplant your fully working mame4all set to mame .52 folder your neogeo games don't run anymore.
upgrading neogeo.zip did not solve the issue
Title: Re: XMAME v1.0 release
Post by: Xaijiqq on January 03, 2015, 03:57:46 pm
Fixed. Will be part of XMAME 1.3.
(http://31.media.tumblr.com/c0b97c6c6569c430b0a018c305050dcf/tumblr_mz6rya4IKA1t3uo28o1_250.gif)
Title: Re: XMAME v1.0 release
Post by: kaio on January 03, 2015, 07:15:34 pm
Helo. I have only Mame 0.139 rom set. Where i can download .84 and other? Can anybody run Bucky O?Hara with xmame?
Game from 0.139 sturt but I always see a black screen.
Title: Re: XMAME v1.0 release
Post by: zear on January 03, 2015, 08:32:42 pm
Helo. I have only Mame 0.139 rom set. Where i can download .84 and other?
Asking for roms is not allowed on our forums.
Title: Re: XMAME v1.0 release
Post by: Eliwood_san on January 03, 2015, 11:25:17 pm
noob question in which folder  i put my neogeo bios on the xmame emulator?
Title: Re: XMAME v1.0 release
Post by: hi-ban on January 03, 2015, 11:28:43 pm
noob question in which folder  i put my neogeo bios on the xmame emulator?

same folder as the neo geo roms.
Title: Re: XMAME v1.0 release
Post by: Eliwood_san on January 03, 2015, 11:36:46 pm
noob question in which folder  i put my neogeo bios on the xmame emulator?

same folder as the neo geo roms.

Thanks for the info :)
Title: Re: XMAME v1.0 release
Post by: slaanesh on January 04, 2015, 02:09:22 am
Helo. I have only Mame 0.139 rom set. Where i can download .84 and other? Can anybody run Bucky O?Hara with xmame?
Game from 0.139 sturt but I always see a black screen.

Bucky and Moo-Meesa may partially work currently but not perfectly. Let me check into them.
Title: Re: XMAME v1.0 release
Post by: Eliwood_san on January 04, 2015, 05:52:17 am
another question Can i play the dragon ball z 2 super battle using the xmame emulator ?
Title: Re: XMAME v1.0 release
Post by: sparkymark79 on January 04, 2015, 10:40:47 am
ok here's a question for the collective...

I now have a full romset for 0.37b16, 0.69 and 0.84

If I was to stick all three on a microsd it will take up around 23GB. Mucho space.

What I want to do is keep the full 0.37b16 romset, and then take all the unique games that had been added for 0.69 and use that for 0.69 and then take all the roms which were added between 0.69 and 0.84 and use them for Mame 0.84

I'll keep them in separate directories so i don't have duplicate roms showing up when I tab between the three Mame versions.

Can anybody think of an easy way to do this or does anybody have a better way of ordering things?

thanks
Title: Re: XMAME v1.0 release
Post by: sparkymark79 on January 04, 2015, 01:34:45 pm
I think I've found a bug...with the hardware scaling. It crashes mame when you use it. Ive tried on all the 1941, etc games and APB. You have to manually select software scaling to get the games to run. If you set to hardware or auto (which I guess is choosing hardware scaling) then you get the crashout. What prize do I get?? ;)
Title: Re: XMAME v1.0 release
Post by: hi-ban on January 04, 2015, 01:36:08 pm
I think I've found a bug...with the hardware scaling. It crashes mame when you use it. Ive tried on all the 1941, etc games and APB. You have to manually select software scaling to get the games to run. If you set to hardware or auto (which I guess is choosing hardware scaling) then you get the crashout. What prize do I get?? ;)

did you upgrade your firmware?

http://www.gcw-zero.com/updates

latest firmware is 2014-08-20.
Title: Re: XMAME v1.0 release
Post by: sparkymark79 on January 04, 2015, 01:38:02 pm
Ah! I knew I shouldn't have said anything, it's always my fault!! Guess I'll go do the update now :) cheers
Title: Re: XMAME v1.0 release
Post by: care16la20 on January 05, 2015, 12:36:39 am
Well here is my impressions about this release :

- Loved the option to have different mame's embedded, but for rom selection and not be able to change the rom directory this makes the things a little bit confusing....
- 0.52 runs at best speed games like NBA JAM (almost 100%)
- Could not run any System32 games yet; Everytime it says there are roms missing and it asks to see an log. Does anyone knows how to solve this ??
- Couldnt run chd images like Killer Instinct ; The same error as System32 appears about missing roms
- Analog works only for 0.52
- Analog doesnt invert with games where screen rotates; Mame4all doesnt have this issue

Anyway, great release , thanks
Title: Re: XMAME v1.0 release
Post by: Scoobysnaxx on January 05, 2015, 01:26:17 am
Thanks for the release! I am very much enjoying everything I have tried so far.

I am hoping this isn't a stupid question, but how does one go about uninstalling. Is it is simple as deleting xmame from the share folder?

I just want to ensure I am not missing any files should I choose to remove.

Thanks!

Edit: NM that did the trick. It was a stupid question :)
Title: Re: XMAME v1.0 release
Post by: qbertaddict on January 05, 2015, 02:13:47 am
This is a great release but there is still sound bugs on donkey kong and pacman. It makes a series of pops every 5 seconds. Not a big deal but it is still annoying
Title: Re: XMAME v1.0 release
Post by: Eliwood_san on January 05, 2015, 02:15:31 am
Well here is my impressions about this release :

- Loved the option to have different mame's embedded, but for rom selection and not be able to change the rom directory this makes the things a little bit confusing....
- 0.52 runs at best speed games like NBA JAM (almost 100%)
- Could not run any System32 games yet; Everytime it says there are roms missing and it asks to see an log. Does anyone knows how to solve this ??
- Couldnt run chd images like Killer Instinct ; The same error as System32 appears about missing roms
- Analog works only for 0.52
- Analog doesnt invert with games where screen rotates; Mame4all doesnt have this issue

Anyway, great release , thanks

So we cant select which directory put our roms in xmame? :(  i will wait for the next update for Xmame emulator to get fix this issue.

Thanks slaanesh for making this emulator.
Title: Re: XMAME v1.0 release
Post by: surfi80 on January 05, 2015, 06:15:12 am
double post, sorry
Title: Re: XMAME v1.0 release
Post by: surfi80 on January 05, 2015, 06:17:26 am
my question is, now where did I put the roms? then you need separate versions?

I think I have problems with the installation, you will not recognize the roms
(http://i.imgur.com/ARiz8ych.jpg)

I dont think your card format supports links. You will need it to be EXT2 format. Try install to internal storage.

Tomorrow, I will look at auto detecting if symlinks are possible on the installation file system and use them if so or just do straight copies if not.

I did the EXT2 format my external SD card and works great, now if I can get all roms
Title: Re: XMAME v1.0 release
Post by: slaanesh on January 05, 2015, 09:38:22 am
Above noted.

Have a fair bit on the to-do list :)

Done:
* Fixed: Bucky O'Hare and COW-boys of Moo-Meesa.
* Added 32-bit color mode and support in drivers where required for high quality alpha blending screens.
* Updates to drivers using ALPHA BLEND modes.
* Analog controls fixed for MAME 84.

To-do:
* Allow user defined installation location.
* Check installer when SD card has EXT2 filesystem.
* ....
Title: Re: XMAME v1.0 release
Post by: surfi80 on January 05, 2015, 11:47:48 am
 @Slaanesh a quick question, I can give EXT3 or EXT4 format, would it be better?

* Fixed: Bucky O'Hare and COW-boys of Moo-Meesa....
(http://gamikia.com/wp-content/uploads/2011/12/Cowboys_of_Moo_Mesa-e1322866091451.jpg)

thanks you! this brings back pleasant memories ;D
Title: Re: XMAME v1.0 release
Post by: sparkymark79 on January 05, 2015, 12:25:20 pm
Above noted.

Have a fair bit on the to-do list :)

Done:
* Fixed: Bucky O'Hare and COW-boys of Moo-Meesa.
* Added 32-bit color mode and support in drivers where required for high quality alpha blending screens.
* Updates to drivers using ALPHA BLEND modes.
* Analog controls fixed for MAME 84.

To-do:
* Allow user defined installation location.
* Check installer when SD card has EXT2 filesystem.
* ....

Slaanesh, is there anything you can do in code to resolve my issue:

"What I want to do is keep the full 0.37b16 romset, and then take all the unique games that had been added for 0.69 and use that for 0.69 and then take all the roms which were added between 0.69 and 0.84 and use them for Mame 0.84"

that would be the most efficient use of space for roms, no?
thanks
Title: Re: XMAME v1.0 release
Post by: care16la20 on January 05, 2015, 12:26:03 pm
Above noted.

Have a fair bit on the to-do list :)

Done:
* Fixed: Bucky O'Hare and COW-boys of Moo-Meesa.
* Added 32-bit color mode and support in drivers where required for high quality alpha blending screens.
* Updates to drivers using ALPHA BLEND modes.
* Analog controls fixed for MAME 84.

To-do:
* Allow user defined installation location.
* Check installer when SD card has EXT2 filesystem.
* ....


If u wanna add 5 small issues :
- Sometimes the rom menu doesnt scroll down to last game on the bottom... It scrools to 10 games for ex. and them back to the top... This happens random, and when i removed the first game from the top this was fixed...
- Sound off option dont work and some games starts with the volume way down low (Rampage World Tour for ex)
- Analog sensivity : Some shooting games are working 100% but without analog adjustment, its impossible to control with precision the crosshair
- The rom list sometimes appears the old list requiring pressing start to refresh it again....
- Select + R and L for coin and start didnt make too much sense to me... myself prefered the old way without the need to press an additional button... This kinda command could be interesting to call the black mame window , like it is to show the FPS (Start plus R)

Any clues about how to run system 32 btw?

Thnks in advance, regards
Title: Re: XMAME v1.0 release
Post by: Gab1975 on January 05, 2015, 01:28:12 pm
Above noted.

Have a fair bit on the to-do list :)

Done:
* Fixed: Bucky O'Hare and COW-boys of Moo-Meesa.
* Added 32-bit color mode and support in drivers where required for high quality alpha blending screens.
* Updates to drivers using ALPHA BLEND modes.
* Analog controls fixed for MAME 84.

To-do:
* Allow user defined installation location.
* Check installer when SD card has EXT2 filesystem.
* ....

Thanks a lot for your work! :)

PS: please, you don't forget to check SEGA Alien Storm and Altered Beast...
Maybe I found two issues:

SEGA Alien Storm doesn't work... in theory the bootleg version (astormbl.zip) should work fine, instead the screen remains black, if you press L+START (insert coins) a green writing appears (PRESS START), but nothing more.

SEGA Altered Beast (altbeast.zip and altbeast2.zip) isn't playable, the game begins without problems, but the background doesn't scroll and the sprites of defeated zombies remain on the screen.
Title: Re: XMAME v1.0 release
Post by: kaio on January 05, 2015, 02:50:37 pm
Done:
* Fixed: Bucky O'Hare and COW-boys of Moo-Meesa.
* Added 32-bit color mode and support in drivers where required for high quality alpha blending screens.
* Updates to drivers using ALPHA BLEND modes.
* Analog controls fixed for MAME 84.
Great thanks!!!
I think this changes will be available in the new version (not in 1.2)?
Title: Re: XMAME v1.0 release
Post by: Xaijiqq on January 05, 2015, 04:04:04 pm
(mame 84)

working:

buggy challenge
gun force 2
hole land
in the hunt
mag max
mighty guy
the cliffhanger - edward randy
super dodge ball (1987)
sky skipper

not working:

thunder blade        (game won't start/graphical loop)
the ninja warriors  (crashes back to gmenu2x)


gun force 2 dips down to 20 fps when things get hairy but its very playable.  in the hunt and the cliff hanger - edward randy both run much better than on fba or mame4all.  also i can't get the game xexex to work properly on either mame 52 or 84.  was 69 the lucky number? :D
Title: Re: XMAME v1.0 release
Post by: Gab1975 on January 05, 2015, 05:33:33 pm
the ninja warriors  (crashes back to gmenu2x)

The Ninja Warriors works with the software scaling... in any case, after a while the background gets corrupted.

PS: Phoenix (phoenix.zip) and Hard Drivin' (harddriv.zip) cause the GCW Zero crash (when you try to launch them the screen freezes and after the OpenDingux is restarted).
Title: Re: XMAME v1.0 release
Post by: slaanesh on January 05, 2015, 09:27:01 pm
Have a fair bit on the to-do list :)

Done and will be available for v1.3 (not released yet):
* Fixed: Bucky O'Hare and COW-boys of Moo-Meesa.
* Added 32-bit color mode and support in drivers where required for high quality alpha blending screens.
* Updates to drivers using ALPHA BLEND modes.
* Analog controls fixed for MAME 84.

To-do:
* Allow user defined installation location.
* Check installer when SD card has EXT2 or compatible filesystem.
* Check Altered Beast, Alien Storm, Thunder Blader, Enduro Racer (all Sega System 16/20 games)
* Check sound off option.
* Allow analog controls to work for rotated screen modes.

Will not fix issues:
* There is a known issue with the IPU Hardware scaling, some resolutions cause the GCW-Zero to crash and reboot.
Hard-driven and possibly others fall into this category. A kernel fix is required to resolve this issue (or I can do some workarounds).
* Different keys for coin and start. Well everything is configurable, you can set this yourself. Just use the MAME menus to set them to whatever you like. What is presented are just defaults. These have been chosen from experience. :)
* Xexex works in all versions and has been thoroughly tested as its one of my base test games.

Current list of issues and fixes will be on 1st post.
Title: Re: XMAME v1.0 release
Post by: Xaijiqq on January 05, 2015, 10:47:38 pm
the ninja warriors  (crashes back to gmenu2x)

The Ninja Warriors works with the software scaling... in any case, after a while the background gets corrupted.

PS: Phoenix (phoenix.zip) and Hard Drivin' (harddriv.zip) cause the GCW Zero crash (when you try to launch them the screen freezes and after the OpenDingux is restarted).
phoenix works in 0.52 but seems to lack that distinct audio sample during the mothership round

elevator action returns (world) - slow  (69 and 84)
namco classics collection vol. 1 - no sound (69)
rolling thunder 2 - minor slowdown (52 and 84)
narc - minor slowdown (52)

* Xexex works in all versions and has been thoroughly tested as its one of my base test games.
I should've been more clear, the game works but at 20fps for 69 and 84,  52 is even a little slower.  i know you've mentioned in another thread you had this running nicely.  adjusting the settings don't improve anything like triple buffer
Title: Re: XMAME v1.0 release
Post by: slaanesh on January 06, 2015, 12:13:29 am
* Xexex works in all versions and has been thoroughly tested as its one of my base test games.
I should've been more clear, the game works but at 20fps for 69 and 84,  52 is even a little slower.  i know you've mentioned in another thread you had this running nicely.  adjusting the settings don't improve anything like triple buffer

Yeah, it's not quite full speed, the FPS varies greatly during the gaming depending on the graphical effects.

Play the game and when you are half way through the 1st stage and the clouds "change" you will notice the FPS doubles!
During stage two I believe the game starts off and is very fast straight away.

The start of the 1st stage has "impressive" effects which are costly to render.

Anyway, I think it's fairly decently playable, and I play it often :)


By the way, my SELECT button on my GCW-Zero is starting to become unresponsive. Anyone have a solution?
Title: Re: XMAME v1.0 release
Post by: Xaijiqq on January 06, 2015, 01:20:11 am
thanks for explaining after replaying it the performance does get quite better :) interesting game.  i'm surprised your SELECT button is starting to go on your gcw.  that and the START button are probably the most durable on the device
Title: Re: XMAME v1.0 release
Post by: care16la20 on January 06, 2015, 11:24:22 am
Have a fair bit on the to-do list :)

Done and will be available for v1.3 (not released yet):
* Fixed: Bucky O'Hare and COW-boys of Moo-Meesa.
* Added 32-bit color mode and support in drivers where required for high quality alpha blending screens.
* Updates to drivers using ALPHA BLEND modes.
* Analog controls fixed for MAME 84.

To-do:
* Allow user defined installation location.
* Check installer when SD card has EXT2 or compatible filesystem.
* Check Altered Beast, Alien Storm, Thunder Blader, Enduro Racer (all Sega System 16/20 games)
* Check sound off option.
* Allow analog controls to work for rotated screen modes.

Will not fix issues:
* There is a known issue with the IPU Hardware scaling, some resolutions cause the GCW-Zero to crash and reboot.
Hard-driven and possibly others fall into this category. A kernel fix is required to resolve this issue (or I can do some workarounds).
* Different keys for coin and start. Well everything is configurable, you can set this yourself. Just use the MAME menus to set them to whatever you like. What is presented are just defaults. These have been chosen from experience. :)
* Xexex works in all versions and has been thoroughly tested as its one of my base test games.

Current list of issues and fixes will be on 1st post.


Thanks for the explanation

Curious thing : Why the gfx is so much smooth when compared to Final Burn ? The colors looks much better aswell  !

The analog issue is that when screen rotates, it still works but with the axis still remain on landscape... and in .84 it doesnt respond as noticed before...
Any chance to implement sensivity option for it and to allow the roms to be all in the same folder for the 3 Mame's ?

Btw, wish that Super Chase - Criminal Termination and Elevator Action Returns had better fps...
Title: Re: XMAME v1.0 release
Post by: Xaijiqq on January 06, 2015, 05:43:30 pm
mame 52 - full speed:
blast off (japan)
forgotten worlds
pac-mania
paperboy
smash t.v.
xenophobe

minor slowdown:
hydra
road blasters
r-type leo (japan)
------------------------------------------------
mame 84 - full speed:
bal cube
miss world '96 nude
robocop 2 (world)
operation thunderbolt
operation wolf (us)
zombie raid (us)

speed/other issue:
operation wolf 3 (world)  - 20/25fps
s.t.u.n. runner (rev 6)      - 5/10fps
sf-x - (screen optimizing)
bomberman (japan) - files missing
Title: Re: XMAME v1.0 release
Post by: Gab1975 on January 06, 2015, 09:02:41 pm
bomberman (japan) - files missing

You can use "dynablst.zip" for the files missing! ;)
Title: Re: XMAME v1.0 release
Post by: Xaijiqq on January 07, 2015, 12:51:22 am
bomberman (japan) - files missing
You can use "dynablst.zip" for the files missing! ;)
oh hell yes!  been trying to play this on gcw forever.  never cared for the sequel bomberman world which i think also ran on fba.  the original seemed to be more elusive.  but it plays perfectly :) thanks for the tip!  so i guess whenever we see the 'missing files' games they just need extra files added from the parent/clone rom
Title: Re: XMAME v1.0 release
Post by: Gab1975 on January 07, 2015, 06:31:41 am
... so i guess whenever we see the 'missing files' games they just need extra files added from the parent/clone rom

Of course, when the "missing files" message appears it means that there is a "main ROM" with all extra files needed ! ;)
Title: Re: XMAME v1.0 release
Post by: slaanesh on January 07, 2015, 10:26:22 am
This would be a really cool board and much more powerful than the Raspberry PI

MIPS Creator MI20
(http://store.imgtec.com/storebanner.jpg)
http://store.imgtec.com/ (http://store.imgtec.com/)

I can't buy/pre-order yet as shipping to Australia is not available.

I'd love to port XMAME to this little device! Would be super fast!
Title: Re: XMAME v1.0 release
Post by: sparkymark79 on January 07, 2015, 10:26:42 am
Not sure if this will be of any use to anyone but maybe so, at least a little contribution from me!

I have all three full romsets and wanted to reduce the size needed for my sd card. So I put together a couple of text files which have the unique roms in 0.69 which aren't in 0.37b16 and another text file which has the unique roms which are in 0.84 which aren't in 0.69. I then created a batch file to pull out the relevant files into seperate folders to upload onto my GCW zero.

I've uploaded the text files, batch files and folder structure to some space you can get at:

http://bit.ly/1xR67KP

Currently I've assumed this will be dropped onto the root of your C drive. If you have everything stored elsewhere, right click and edit the bat file amending the folder locations. Obviously you will need to have the full correctly named roms for this to work.

You just need to put the full romsets into the respective "in" folder and then run both .bat files and the unique roms will be copied into the respective "out" folders.

Hope it helps at least somebody.

0.69 and 0.84 total unique roms is around 6GB now  (there was around approx 500 extra unique in each)

Title: Re: XMAME v1.0 release
Post by: dingooforever on January 07, 2015, 01:11:33 pm
@slaanesh: any news of XMame for the Openpandora? Can't wait to test a first build, i suspect Taito F3 and Sega System 32 games should be pretty playable on it.
Title: Re: XMAME v1.0 release
Post by: Xaijiqq on January 07, 2015, 02:48:57 pm
... so i guess whenever we see the 'missing files' games they just need extra files added from the parent/clone rom
Of course, when the "missing files" message appears it means that there is a "main ROM" with all extra files needed ! ;)
I just assumed the message meant that the game didn't work although i never did figure out how to check the log  :P


http://bit.ly/1xR67KP
Hope it helps at least somebody.
0.69 and 0.84 total unique roms is around 6GB now  (there was around approx 500 extra unique in each)
those lists will definitely come in handy thanks  :)
Title: Re: XMAME v1.0 release
Post by: AskaLangly on January 07, 2015, 03:03:47 pm
I cannot create a symlink.
I want to point to my system-wide ROM folder.
So, I navigate to one of the MAME release folders, remove the 'roms' directory, then:
Code: [Select]
ln -s /media/64GBGCW0/Roms/MAME romsWinSCP errors out: Operation not permitted.

(http://i.imgur.com/DyQlEO0.png)
Showing Zero's directory structure via WinSCP. Trying to create a symlink 'roms' to a system-wide ROM directory.
Title: Re: XMAME v1.0 release
Post by: sparkymark79 on January 07, 2015, 03:48:19 pm
i also have no idea how to create symlinks and would appreciate somebody explaining how on the gcwzero (i guess via a PC)  thanks
Title: Re: XMAME v1.0 release
Post by: AskaLangly on January 07, 2015, 03:59:15 pm
i also have no idea how to create symlinks and would appreciate somebody explaining how on the gcwzero (i guess via a PC)  thanks
If you were doing it via command-line, the command 'ln' involves links.
The -s option makes the link symbolic.
Then you type in the path that the symlink goes to.
Afterward, the name of the symlink.

But my question remains: I can't create symlinks, despite within the same filesystem.
Title: Re: XMAME v1.0 release
Post by: AskaLangly on January 07, 2015, 04:28:20 pm
AHA! FAT32 doesn't support symlinks... duh.
Since I have it installed on my external... do I HAVE to copy to ROMs??? :(

Anyway, when setting it as a hard link, I get Error code 3. (Permission denied.)
As symbolic, Error code 4. (Failure.)
Title: Re: XMAME v1.0 release
Post by: AskaLangly on January 07, 2015, 04:36:31 pm
You know what? Screw it.
Install XMAME to internal, in order to create symlinks to your external, only if it is formatted to FAT32.
Now I realize in the 1.0 version why OP did not use FAT32...
Title: Re: XMAME v1.0 release
Post by: kaio on January 07, 2015, 04:36:34 pm
Wrong link.
Are you sure your sdcard mount as 64GBGCW0?
My link is /media/sdcard/MAME/Mame.084/ and it's work! Sdcard is fat32.
Title: Re: XMAME v1.0 release
Post by: AskaLangly on January 07, 2015, 04:38:52 pm
Wrong link.
Are you sure your sdcard mount as 64GBGCW0?
My link is /media/sdcard/MAME/Mame.084/ and it's work! Sdcard is fat32.
If you saw the image, my SDXC is named 64GBGCW0. I kept it at eight alphanumeric characters, and I wanted to differentiate the rest of my cards. 64GB GCW0 makes sense.
Anyway, it's FAT32, as I am mainly a Windows user. You cannot create symlinks on FAT32, only on EXTx.

WinSCP users: Please install PuTTY.
After installing PuTTY, open a session with it.
As long as the location of the symlink is on an EXTx partition, you can create it.
FINALLY GOT IT!!!
Title: Re: XMAME v1.0 release
Post by: surfi80 on January 07, 2015, 04:50:05 pm
my friend, why not give it EXT2 format as I did, (works better than FAT32)
someone could explain how and in which the symbolic link is used?
Title: Re: XMAME v1.0 release
Post by: AskaLangly on January 07, 2015, 05:09:47 pm
someone could explain how and in which the symbolic link is used?
Download and install WinSCP (http://winscp.net/download/winscp556setup.exe) and PuTTY (http://winscp.net/download/putty-0.63-installer.exe).
After setting up the connection, click the arrow next to the Login button, and choose 'Open in PuTTY'.
You should get a terminal. Successful connection shows you connecting using the 'root' username, then a 'Welcome to OpenDingux' bubble with an ASCII cow. Following that, the usual prompt, at $HOME.
(http://i.imgur.com/xiEJBoU.png)
http://i.imgur.com/xiEJBoU.png
Title: Re: XMAME v1.0 release
Post by: AskaLangly on January 07, 2015, 05:25:30 pm
With the setup finally complete...

PuchiCarat runs at 15fps with Triple Buffer and Medium Speed Hack. Also issues with layers.
The ROM is Japan-only in 52 and 69, but 84 is World.

Well, there goes my fun. Breakout-style games should never be that slow.

...older versions showing missing file error; where is the logfile?
Missing files were the Japanese files, which is fine, just had to add those to the ZIP, and it runs in the 52 and 69. Still has the 15fps and graphical glitches however...
Title: Re: XMAME v1.0 release
Post by: surfi80 on January 07, 2015, 06:04:00 pm
someone could explain how and in which the symbolic link is used?
Download and install WinSCP (http://winscp.net/download/winscp556setup.exe) and PuTTY (http://winscp.net/download/putty-0.63-installer.exe).
After setting up the connection, click the arrow next to the Login button, and choose 'Open in PuTTY'.
You should get a terminal. Successful connection shows you connecting using the 'root' username, then a 'Welcome to OpenDingux' bubble with an ASCII cow. Following that, the usual prompt, at $HOME.
(http://i.imgur.com/xiEJBoU.png)
http://i.imgur.com/xiEJBoU.png
ok, and that it exactly? added games? is it for?
Title: Re: XMAME v1.0 release
Post by: AskaLangly on January 07, 2015, 06:11:59 pm
What I am doing in PuTTY is removing the 'roms' directories in the three MAME releases (rmdir roms) and creating symbolic links to my main ROM directory with the name 'roms'.
You add the ROMs in their zipped format to a central ROMs directory this way.

As you can tell, there's clearly the FPS.
Title: Re: XMAME v1.0 release
Post by: surfi80 on January 07, 2015, 06:47:21 pm
not sleep without learning something new, thanks colleague  8)
Title: Re: XMAME v1.0 release
Post by: slaanesh on January 07, 2015, 07:50:49 pm

PuchiCarat runs at 15fps with Triple Buffer and Medium Speed Hack. Also issues with layers.
The ROM is Japan-only in 52 and 69, but 84 is World.

Well, there goes my fun. Breakout-style games should never be that slow.

...older versions showing missing file error; where is the logfile?
Missing files were the Japanese files, which is fine, just had to add those to the ZIP, and it runs in the 52 and 69. Still has the 15fps and graphical glitches however...

Yes, Taito F3 is slow i'm afraid.

* MC68020 CPU @ 16Mhz (32-bit version of M68000)
* MC68000 CPU @ 16Mhz for sound
* ES5505 Sound hardware
* Video supports 4x background layers plus a sprite layer
* Alpha Blending video

It's a lot to push out to the screen and speakers. However I agree, I think it could be somewhat faster as well.

Unfortunately there are a load of interesting Taito F3 games, and Rayforce (AKA Gunlock) being the most interesting one to me as I love shooters.
At the current speed and in my opinion, it's at the lowest end of being "playable".

One way of getting these to run at "full speed @ 60FPS" would be a MIPS version of the MC68000/MC68020 emulation.
ie. Cyclone for MIPS
Title: Re: XMAME v1.0 release
Post by: AskaLangly on January 07, 2015, 08:27:52 pm
Hmm, alright.

I'm also noticing some of the "guilty pleasure"-type of ROMs aren't listed, like Pachinko Sexy Reaction 2 (Sammy); original is listed, sequel is not. I wonder why.
Title: Re: XMAME v1.0 release
Post by: care16la20 on January 07, 2015, 10:47:21 pm
someone could explain how and in which the symbolic link is used?
Download and install WinSCP (http://winscp.net/download/winscp556setup.exe) and PuTTY (http://winscp.net/download/putty-0.63-installer.exe).
After setting up the connection, click the arrow next to the Login button, and choose 'Open in PuTTY'.
You should get a terminal. Successful connection shows you connecting using the 'root' username, then a 'Welcome to OpenDingux' bubble with an ASCII cow. Following that, the usual prompt, at $HOME.
(http://i.imgur.com/xiEJBoU.png)
http://i.imgur.com/xiEJBoU.png



Hey man, huge thanks for those guidelines... Now one of the biggest issues for me is solved
Simply used terminal inside MacOs for this and it worked just like on the screenshot!

All roms for Final Burn and Xmame are now in the same folder and the only task is to favorite the ones that works better with each mame ver. , and run NeoGeo and CPS2 in FinalBurn because of fps and thats it
 
Title: Re: XMAME v1.0 release
Post by: slaanesh on January 08, 2015, 12:07:48 am
So I looked up Pachinko Sexy Reaction. What do you do? Does "Pachinko" mean "artificial breasts" in Japanese???
What do you mean "not listed"? Only this one seems to be supported.
I'm not really getting much pleasure out of it as I don't know what to do???


As for getting into your machine, you can also use cygwin and run:

ssh [email protected]

"gcw0" is defined as 10.1.1.2 in the /etc/hosts file.

As for the Pandora version it's at the same stage as GCW-Zero version, ready to go.
All that's missing is the installation. Currently supports the same versions at GCW-Zero though the 84 version is missing Cyclone/DrZ80 support at the moment.
Title: Re: XMAME v1.0 release
Post by: Xaijiqq on January 08, 2015, 12:48:27 am
So I looked up Pachinko Sexy Reaction. What do you do? Does "Pachinko" mean "artificial breasts" in Japanese???
i'll take tentacles for $500, alex
Title: Re: XMAME v1.0 release
Post by: eltehero on January 08, 2015, 05:47:06 am

Slaanesh. Many thanks for xmame. Which arcade boards are currently emulated at full 60fps speed with complete sound and how far can you take the GCW version with optimisation?
Title: Re: XMAME v1.0 release
Post by: slaanesh on January 08, 2015, 06:59:14 am

Slaanesh. Many thanks for xmame. Which arcade boards are currently emulated at full 60fps speed with complete sound and how far can you take the GCW version with optimisation?

It's really hard to say. I would say pretty much everything from the older MAME4ALL would be working at full 60FPS.
Neo Geo and CPS2 included if you use MAME 52.

The thing is there are SO many games it's hard to say and I haven't certainly tested everything, in fact there would be far more untested than tested. I'm kind of relying on users to provide feedback to games that don't work.

As for how far it could go - well, it's not going get "twice as fast" as it's currently running. I already optimized the first version to some degree though more can be done but we'd only be talking perhaps 10-20% faster total for future releases.

The best increase would come from MIPS assembly for CPU emulation and that is a huge amount of work. There doesn't seem to be any open source MIPS assembly CPU cores that I could use.
Title: Re: XMAME v1.0 release
Post by: care16la20 on January 08, 2015, 11:34:29 am

One thing that I noticed is that with some roms, no matter what ver. I use, I always get the error of files missing....
I even tried to merge the alternate versions into the main zip file of the rom, but the result is the same.

Is this normal or there is some workaround ?


Title: Re: XMAME v1.0 release
Post by: AskaLangly on January 08, 2015, 02:40:41 pm
LMAO at dev... just, lol.
https://www.youtube.com/watch?v=xVCuHAJhwIw is all.

But yeah, I digress.
Title: Re: XMAME v1.0 release
Post by: Scoobysnaxx on January 08, 2015, 04:15:17 pm
I have been using the Mamedox platinum 2 romset (prepackaged emulator & romset for the xbox). It was one of my favorites back in the day (RIP xbox - I miss you  ;D)

For newer people unfamiliar with mame roms, clrmame & dat files it might be a good place to start. A lot of the more demanding games that never had a hope of running on the xbox were already weeded out.

On that note I was sure someone had posted clrmame instructions around here somewhere that I could refer people to. I am hoping to cut down some of the "missing files" posts.
Title: Re: XMAME v1.0 release
Post by: FreddyBoubil on January 09, 2015, 09:38:05 am
Hi everybody,

First of all, big thanks to slaanesh for this release :) I installed xmame on the external SD and put roms in folders.

Everything runs fine, except that no button does run. The games run fine (tried Hook and Ghouls & Ghosts), but whatever the button I try, nothing occurs. The only thing that seems to work is L+R, which seems to pause the game.

My roms are 0.84 set, in the roms folder of 0.84 mame.

Did I miss something ?

Thanks :)

Title: Re: XMAME v1.0 release
Post by: surfi80 on January 09, 2015, 09:53:59 am
Quote
Okay so has anyone successfully run a game yet? :)

yes, no problems here all runs fine, although you can put the keybindings in the opk info :)

from the readme:

Standard in-game MAME controls:

- D-Pad: UP, DOWN, LEFT and RIGHT.
- Buttons A,B,X,Y,L,R: MAME buttons 1,2,3,4,5,6.
- Buttons SELECT+R: Insert credit.
- Buttons SELECT+L: Start 1P game.
- Buttons SELECT+L+R: Exit.

Extended controls in game (to access menus and options)

- Buttons L+R: Pause.
- Buttons START+R: View FPS.
- Buttons START+L: XMAME menu. ie. Redefine keys, auto-fire, much more!
- Buttons START+Down: Take snapshot.
- Buttons START+Left: Save state.
- Buttons START+Right: Load state.
read you the whole issue
Title: Re: XMAME v1.0 release
Post by: slaanesh on January 10, 2015, 07:20:14 am
Having a good time with the stupid system16 issue (Altered Beast, Alien Storm, etc).

I do remember that pretty much all versions of MAME for RISC CPU machines have the same issue.

ie. GP2X, Raspberry PI, Dingoo A320, etc

The workaround for those machines was to use an alternate M68000 CPU core; Cyclone which the ARM machines and FAME/C for the MIPS machines.

Can't easily use FAME/C for XMAME I'm afraid, it's really complicated connecting up FAME/C and the Dingoo A320 version is specific for MAME 0.37b5.

Anyone have any information on Altered Beast, Alien Storm not working on other  earlier builds of MAME? ie MacMAME

Early builds of MAME for DOS and Windows used the Starscream M68000 core so they aren't helpful as they tend to work of course.


Got it! Fixed! I've updated the M68000 core and we've got working Altered Beast, Alien Storm and finally Enduro Racer! :)
Title: Re: XMAME v1.0 release
Post by: kaio on January 10, 2015, 04:15:01 pm
Please help. I try to save state in 0.84 press lefr+start and I see "select position to save to" thats all. All buttons change anything. Works only powerup+select to abort app.  What I do wrong?
Title: Re: XMAME v1.0 release
Post by: FreddyBoubil on January 10, 2015, 08:01:35 pm

Thanx a lot, works much better :)
Title: Re: XMAME v1.0 release
Post by: slaanesh on January 11, 2015, 05:20:15 am
Please help. I try to save state in 0.84 press lefr+start and I see "select position to save to" thats all. All buttons change anything. Works only powerup+select to abort app.  What I do wrong?
Bugger, that's a bug. The default hasn't been mapped. Will be fixed in next version. Try 0.69 for now :)
Title: Re: XMAME v1.0 release
Post by: slaanesh on January 11, 2015, 10:15:07 am
If there are any more issues to report please do so, as I will be releasing v1.3 soon.

See the 1st post of this thread for up-to-date XMAME status in regards to issues and releases.

If I've missed anything, please let me know here.
Title: Re: XMAME v1.0 release
Post by: Xaijiqq on January 11, 2015, 11:39:05 am
sorry if you've mentioned before but namco ND-1 is it possible to get namco classic collection vol. 1 & 2 working?  well, vol.1 works in mame 69 but no sound
Title: Re: XMAME v1.0 release
Post by: Gab1975 on January 11, 2015, 03:22:37 pm
Got it! Fixed! I've updated the M68000 core and we've got working Altered Beast, Alien Storm and finally Enduro Racer! :)

I'm glad to read that you solved the issues with some "memorable" SEGA games... thanks for your work! :)
Title: Re: XMAME v1.0 release
Post by: eltehero on January 11, 2015, 03:44:12 pm
Got it! Fixed! I've updated the M68000 core and we've got working Altered Beast, Alien Storm and finally Enduro Racer! :)

I'm glad to read that you solved the issues with some "memorable" SEGA games... thanks for your work! :)

Good to hear. Do the games run at 60fps with sound?
Title: Re: XMAME v1.0 release
Post by: Gab1975 on January 11, 2015, 04:37:38 pm
If there are any more issues to report please do so, as I will be releasing v1.3 soon.

See the 1st post of this thread for up-to-date XMAME status in regards to issues and releases.

If I've missed anything, please let me know here.

SEGA/SUCCESS System16 Cotton doesn't work properly (I think it's a MAME ROMset compatibility issue), it would be nice if you could fix it! (unless you already fixed it) ;)
Title: Re: XMAME v1.0 release
Post by: Xaijiqq on January 11, 2015, 08:10:51 pm
* Fixed: Taito F3 games (69 and 84).
thanks!  was just gonna ask if taito F3 can be improved.  hopefully elevator action returns runs at a playable speed now ;) another, have you looked into namco system 2?  rolling thunder 2 has always suffered from slow down on the gcw   
Title: Re: XMAME v1.0 release
Post by: slaanesh on January 11, 2015, 11:15:02 pm
sorry if you've mentioned before but namco ND-1 is it possible to get namco classic collection vol. 1 & 2 working?  well, vol.1 works in mame 69 but no sound
Sound for ncv1 and ncv2 wasn't added until MAME 0.87.  So that's why there's no sound :)
I may be able to back-port this into MAME 0.84.

I'm glad to read that you solved the issues with some "memorable" SEGA games... thanks for your work! :)

Good to hear. Do the games run at 60fps with sound?
[/quote]

Yes, these are all full speed 60FPS with sound.

If there are any more issues to report please do so, as I will be releasing v1.3 soon.

See the 1st post of this thread for up-to-date XMAME status in regards to issues and releases.

If I've missed anything, please let me know here.

SEGA/SUCCESS System16 Cotton doesn't work properly (I think it's a MAME ROMset compatibility issue), it would be nice if you could fix it! (unless you already fixed it) ;)

These only started working from MAME 0.89 - again I may be able to back-port Sega but it actually might be easier to just introduce a later version of MAME - I'm thinking something in the 0.90s :)
Title: Re: XMAME v1.0 release
Post by: qbertaddict on January 12, 2015, 02:53:18 am
Do you happen to know if you could possibly fix the sound pops in pacman and donkey kong?
Title: Re: XMAME v1.0 release
Post by: Inertia on January 12, 2015, 08:39:02 am
Slaanesh you are on fire!!!! :):):)
Thanks again for all the great work :)
I still haven't installed xmame for I'm waiting for a 64 micro sd (I have a SE with internal 32 and an external 32, but time to update my external with this release^^)
Do shinobi run 60fps?
Title: Re: XMAME v1.0 release
Post by: slaanesh on January 12, 2015, 10:13:19 am
Slaanesh you are on fire!!!! :):):)
Thanks again for all the great work :)
I still haven't installed xmame for I'm waiting for a 64 micro sd (I have a SE with internal 32 and an external 32, but time to update my external with this release^^)
Do shinobi run 60fps?
Shinobi does run at 60FPS.
Do you happen to know if you could possibly fix the sound pops in pacman and donkey kong?
I'll have a look.
Is it only these game or are there others?
Title: Re: XMAME v1.0 release
Post by: care16la20 on January 12, 2015, 01:49:30 pm


Would be possible to back-port some games that use chd like Area51, Killer Instinct.... ?

Killer Instinct had a performance boost on an Mame ver. that I dont remember exactly which is....
I tried to run with Mame 0.84 but it crashes on start up....

Also tried with clrmamepro and the 0.84 dat file to fix some roms, but the error that tells that the game is missing files still persists for some games (World Class Bowling for ex)
Title: Re: XMAME v1.0 release
Post by: Kouen Hasuki on January 12, 2015, 03:05:06 pm
Glad to say I got Ninja Baseball Batman working on this!
Title: Re: XMAME v1.0 release
Post by: Scoobysnaxx on January 12, 2015, 07:15:17 pm
Would be possible to back-port some games that use chd like Area51, Killer Instinct.... ?

Aren't CHD games resource intensive? I just assumed they had no hope in running.
Title: Re: XMAME v1.0 release
Post by: care16la20 on January 12, 2015, 10:13:31 pm
Would be possible to back-port some games that use chd like Area51, Killer Instinct.... ?

Aren't CHD games resource intensive? I just assumed they had no hope in running.


Hummm it depends..... Area51 is an pseudo-cgi running... Killer Instinct if I remember well used to run near 100% with an 400 mhz computer when the driver got optimized...  Simpsons Bowling might work well too

Btw, looking for analog sensivity adjustment for this next release if possible
Title: Re: XMAME v1.0 release
Post by: slaanesh on January 13, 2015, 12:04:33 am
Would be possible to back-port some games that use chd like Area51, Killer Instinct.... ?

Aren't CHD games resource intensive? I just assumed they had no hope in running.

I've not tested any CHD games. And really made no allowance for them.

Apart from the later Gauntlet I don't even know which other ones exist!
So I'll have to look into that.

CHD is just "compressed hard drive" format - just a means of storage. It's the actual hardware that's the issue.
Killer Instinct runs a 100Mhz MIPS processor... That's hefty! The reason it may have run well on x86 is that PC got dynamic re-compilers for some of the hard core CPUs which helps out enormously. Being x86 specific, these won't work on the GCW-Zero so I doubt Killer Instinct will be playable.

The ideal MAME handheld would be x86 compatible. We'd get loads of speed ups that way :)

UPDATE
re: CHDs
"Area 51" should be doable. I'll look into it.
Title: Re: XMAME v1.0 release
Post by: toto on January 13, 2015, 12:16:53 pm
Have an issue with XMAME guys, I put roms in the 84 roms folder, worked nice but then I add some more and they doesn't show up. Why is that? thanks!
Title: Re: XMAME v1.0 release
Post by: Gab1975 on January 13, 2015, 12:19:14 pm
Have an issue with XMAME guys, I put roms in the 84 roms folder, worked nice but then I add some more and they doesn't show up. Why is that? thanks!

Press "START" to refresh the games list! ;)
Title: Re: XMAME v1.0 release
Post by: toto on January 13, 2015, 12:27:03 pm
Nothing...
Title: Re: XMAME v1.0 release
Post by: Gab1975 on January 13, 2015, 12:40:37 pm
Nothing...

it's strange, with the "start" button the XMAME should refresh the list... are you sure that the new added ROMs are compatible with the 0.84 ROMset?
Title: Re: XMAME v1.0 release
Post by: toto on January 13, 2015, 12:45:35 pm
Not sure... How can I check it?
Title: Re: XMAME v1.0 release
Post by: Gab1975 on January 13, 2015, 01:41:24 pm
Not sure... How can I check it?

You can press "start" at the games list screen, the XMAME should check the available ROMs and refresh the list (if new compatible ROMs are found)...
Title: Re: XMAME v1.0 release
Post by: kaio on January 13, 2015, 03:21:42 pm
I have another issue with ROM list.
I added 3 roms in empty folder and I can see it. After it I add 20 roms, launch XMAME, I pressed START and seen all 23 rom's, BUT the cursor moved between first 3 rom's only!
Relaunch of XMAME solved this issue.

XMAME installed in internal memory.
My rom's folders in sdcard with links from internal to sdcard folders (FAT32).
Title: Re: XMAME v1.0 release
Post by: slaanesh on January 13, 2015, 08:23:21 pm
I have another issue with ROM list.
I added 3 roms in empty folder and I can see it. After it I add 20 roms, launch XMAME, I pressed START and seen all 23 rom's, BUT the cursor moved between first 3 rom's only!
Relaunch of XMAME solved this issue.

XMAME installed in internal memory.
My rom's folders in sdcard with links from internal to sdcard folders (FAT32).
That's probably a bug :) Let me fix that one.

EDIT: Okay fixed that one.

CHDs:
I tried Area 51. These will be tricky to play as CHD has changed formats ie. as MAME matures new versions are released not compatible with the previous version. :)
If you have a "latest" CHD file, you will need to convert it back to MAME 84 or 69 version.
Anyway I went through this conversion process and everything starts up but then it hangs shortly after EEPROM initialization.
Still looking at it.
Title: Re: XMAME v1.0 release
Post by: slaanesh on January 14, 2015, 11:21:01 pm
Got Area 51 working under 84.

At first it was hanging so I stepped through it with GDB.
Has problems with timer.c, was stepping through it and it's going around in circles, never leaving one of it's functions (thus appearing to hang to the user).

So I reduced optimization level to nothing -O0 (only for timer.c) and the game works now.

But it's pretty slow, running at 66% and around 10-150fps with NO sound, speeding up a little now and then.
It's not worth compiling timer.c with -O0 to get this game running so this isn't going to work.

I was running the R3000 version of Area 51, so I could try the 68020 version which may not have the timer.c issues and see if it's faster. Other than that, I don't think CHD games are going to be worth the while on the GCW-Zero.
Title: Re: XMAME v1.0 release
Post by: toto on January 16, 2015, 12:45:03 pm
Guys, I installed xmame in my intern memory then passed the whole file with dinguxcmdr to my sd card. Everything fine but the snap are missing. Created a direct access file to resource/snap but it doesn't work. Any idea?
Title: Re: XMAME v1.0 release
Post by: slaanesh on January 17, 2015, 09:16:45 am
Guys, I installed xmame in my intern memory then passed the whole file with dinguxcmdr to my sd card. Everything fine but the snap are missing. Created a direct access file to resource/snap but it doesn't work. Any idea?

If your SD card is FAT32 formatted you will need to manually create a snap folder for each version of MAME on the same level as your "roms", "cfg", etc directories.
Then place your PNGs into there or generate your own as you play games.

I like to generate my own that way you know what you've played :)
Title: Re: XMAME v1.0 release
Post by: qbertaddict on January 17, 2015, 07:19:37 pm
Do you happen to know if you could possibly fix the sound pops in pacman and donkey kong?
I'll have a look.
Is it only these game or are there others?
[/quote]
i think its all the z80 vertical games. The ones i found so far are...Donkey Kong. Pacman, Ms. Pacman, and Galaga. Those are the only ones i have tested for now. Let me know if you need help testing. I got a video i will be doing. I would like to be able to show those games running as well as newer games.
Title: Re: XMAME v1.0 release
Post by: Xaijiqq on January 18, 2015, 05:54:18 am
I prefer this ghost style, heres a new splash screen if anyone is interested:
(http://i.imgur.com/05IJ9It.png)
get here:https://www.sendspace.com/file/s071hf (https://www.sendspace.com/file/s071hf)
Title: Re: XMAME v1.0 release
Post by: toto on January 18, 2015, 01:16:55 pm
Any idea guys how to rotate the snapshots for preview?  The emulator runs very well, when can we espect 1.3?  Thanks for your hard work slaanesh!
Title: Re: XMAME v1.0 release
Post by: glimmer on January 19, 2015, 12:57:40 am
slaanesh, could you add a generic hotkey to get into the service menu in the next release?

Or, if there's already a way to do it, I can't find it.

Thanks!
Title: Re: XMAME v1.0 release
Post by: slaanesh on January 19, 2015, 03:48:31 am
i think its all the z80 vertical games. The ones i found so far are...Donkey Kong. Pacman, Ms. Pacman, and Galaga. Those are the only ones i have tested for now. Let me know if you need help testing. I got a video i will be doing. I would like to be able to show those games running as well as newer games.
I assume all versions have this issue? I tested Pacman and yes I could hear a tiny pop. It's noticeable because of the relative silence surrounding it. Other games which have background music or lots of sounds continuously would make it almost impossible by the un-aided ear to detect.

Any idea guys how to rotate the snapshots for preview?  The emulator runs very well, when can we espect 1.3?  Thanks for your hard work slaanesh!

By default, snapshots are generated in their normal "human seeing" orientation. If you are using "3rd party" snapshots, there's no rotation option.

V1.3 is already ready; will release shortly.

slaanesh, could you add a generic hotkey to get into the service menu in the next release?

Or, if there's already a way to do it, I can't find it.

It's F2 on PCs, isn't it? I'll have a look.
Title: Re: XMAME v1.0 release
Post by: toto on January 29, 2015, 11:42:13 am
Any update guys? It's already running so nice, can't wait for v1.3!
Title: Re: XMAME v1.0 release
Post by: care16la20 on January 29, 2015, 03:04:48 pm

Hi if it's still possible please take a look at Outrunners?


The game is running at nice speed, but the colors appear ok and 1 second after become scrambled...
Title: Re: XMAME v1.0 release
Post by: qbertaddict on February 02, 2015, 10:49:59 am
This would be a really cool board and much more powerful than the Raspberry PI

MIPS Creator MI20
(http://store.imgtec.com/storebanner.jpg)
http://store.imgtec.com/ (http://store.imgtec.com/)

I can't buy/pre-order yet as shipping to Australia is not available.

I'd love to port XMAME to this little device! Would be super fast!
I have 2 I will send you one when i send your buttons. I just need to wait until I get paid. This unit would really enjoy a new version of temper and xmame and maybe a port of mednafen
Title: Re: XMAME v1.0 release
Post by: masteries on February 02, 2015, 06:33:39 pm

Anyone tried "Sega System 32" games?

I tested the 0.69 and 0.84 versions of these roms with no good results. Outrunners always crashes to desktop :(
Title: Re: XMAME v1.0 release
Post by: Gab1975 on February 02, 2015, 09:43:06 pm

Anyone tried "Sega System 32" games?

I tested the 0.69 and 0.84 versions of these roms with no good results. Outrunners always crashes to desktop :(

I tried Arabian Fight, Alien 3 the Gun and Golden Axe the Revenge of Death Adder... they work pretty well (an average speed of 18-20 fps and only minor graphic glitches)... to achieve the best results I used the games from the 0.84 ROMset with the MAME SDL 0.69 version.
Title: Re: XMAME v1.0 release
Post by: slaanesh on February 03, 2015, 12:36:11 am
V1.3 is ready and will be released hopefully tomorrow - the fixes are all described on the first post of this thread.

Outrunners should be fixed with the fixes made to v1.3 but I haven't tested it myself but will do so before the release.

EDIT:

I've just ordered a MIPS Creator CI20 board so will be porting XMAME to this board as soon as I get the board!
Thanks to the increased CPU capability (it's dual core running at 1.2Ghz and has double the CPU cache) of the board I'm going to be looking at porting the latest versions of MAME too. I'm estimating this device will be around 50% faster than the GCW0.

I want Raiden 2 on my TV


Outrunners has a monster resolution of 832x448 according to MAME 69 - the maximum supported by GCW-Zero currently is merely 640x480. We need a video driver upgrade I'm afraid.

EDIT2:
Okay, made some adjustments, Outrunners is working now on 69 and 84.
Title: Re: XMAME v1.0 release
Post by: eltehero on February 03, 2015, 05:41:37 am
Do you happen to know if you could possibly fix the sound pops in pacman and donkey kong?
I'll have a look.
Is it only these game or are there others?
i think its all the z80 vertical games. The ones i found so far are...Donkey Kong. Pacman, Ms. Pacman, and Galaga. Those are the only ones i have tested for now. Let me know if you need help testing. I got a video i will be doing. I would like to be able to show those games running as well as newer games.
[/quote]

Are these sound pops also present in the MAME4All version or only in XMAME?
Title: Re: XMAME v1.0 release
Post by: qbertaddict on February 03, 2015, 07:01:44 am
Do you happen to know if you could possibly fix the sound pops in pacman and donkey kong?
I'll have a look.
Is it only these game or are there others?
i think its all the z80 vertical games. The ones i found so far are...Donkey Kong. Pacman, Ms. Pacman, and Galaga. Those are the only ones i have tested for now. Let me know if you need help testing. I got a video i will be doing. I would like to be able to show those games running as well as newer games.

Are these sound pops also present in the MAME4All version or only in XMAME?
[/quote]
It is in both but it is not as bad on mame4all.
Title: Re: XMAME v1.0 release
Post by: masteries on February 03, 2015, 08:20:21 am
V1.3 is ready and will be released hopefully tomorrow - the fixes are all described on the first post of this thread.

Outrunners should be fixed with the fixes made to v1.3 but I haven't tested it myself but will do so before the release.

...

EDIT2:
Okay, made some adjustments, Outrunners is working now on 69 and 84.

Wow!  A single Thanks is not enough! You are so fast!
Title: Re: XMAME v1.0 release
Post by: Xaijiqq on February 03, 2015, 08:24:14 am
Do you happen to know if you could possibly fix the sound pops in pacman and donkey kong?
I'll have a look.
Is it only these game or are there others?
i think its all the z80 vertical games. The ones i found so far are...Donkey Kong. Pacman, Ms. Pacman, and Galaga. Those are the only ones i have tested for now. Let me know if you need help testing. I got a video i will be doing. I would like to be able to show those games running as well as newer games.

Are these sound pops also present in the MAME4All version or only in XMAME?
donkey kong also lacks the run and jump audio, which is present in mame4all
Title: Re: XMAME v1.0 release
Post by: Aeter on February 03, 2015, 08:57:07 pm
Shouldn't this be moved to releases now, since it is released and all?
Title: Re: XMAME v1.0 release
Post by: qbertaddict on February 04, 2015, 02:25:17 am
Do you happen to know if you could possibly fix the sound pops in pacman and donkey kong?
I'll have a look.
Is it only these game or are there others?
i think its all the z80 vertical games. The ones i found so far are...Donkey Kong. Pacman, Ms. Pacman, and Galaga. Those are the only ones i have tested for now. Let me know if you need help testing. I got a video i will be doing. I would like to be able to show those games running as well as newer games.

Are these sound pops also present in the MAME4All version or only in XMAME?
donkey kong also lacks the run and jump audio, which is present in mame4all
to hear those sounds you need to have the samples put in the samples directory
Title: Re: XMAME v1.0 release
Post by: Xaijiqq on February 04, 2015, 02:50:04 am
this is what i was thinking that maybe it required an audio sample pack for some of the older games.  where is the sample directory located?  do i need to get into the .opk and do a repack? 
Title: Re: XMAME v1.0 release
Post by: slaanesh on February 04, 2015, 10:48:11 pm
Just doing a few more fixes I found some issues with some Konami games too which I've now addressed.

Man there are so many interesting games beyond the world of MAME4ALL ROM set. So much of my MAME playing has been limited to mobile platforms - now I'm seeing all these games I've literally never even seen before.

So the v1.3 release is delayed slightly.

As for samples, the installer creates "sample" directories for each version of MAME, just drop samples into these.
You don't need to repack the OPK, you don't even need the OPK once you've installed it (though for version 2.0 of this XMAME release I'm looking at using a more traditional OPK approach but more on that later).
Title: Re: XMAME v1.0 release
Post by: care16la20 on February 04, 2015, 11:36:12 pm
Just doing a few more fixes I found some issues with some Konami games too which I've now addressed.

Man there are so many interesting games beyond the world of MAME4ALL ROM set. So much of my MAME playing has been limited to mobile platforms - now I'm seeing all these games I've literally never even seen before.

So the v1.3 release is delayed slightly.

As for samples, the installer creates "sample" directories for each version of MAME, just drop samples into these.
You don't need to repack the OPK, you don't even need the OPK once you've installed it (though for version 2.0 of this XMAME release I'm looking at using a more traditional OPK approach but more on that later).



Nice, take your time


Btw, will be necessary to select the favourites list for each mame again?
Personally I would prefer only one frontend that when you select the game, you select the mame that is gonna run and it memorizes your decision... If its possible to make like this them it would be perfect even if in the future more mame's are added
Title: Re: XMAME v1.0 release
Post by: Xaijiqq on February 05, 2015, 12:00:00 am
As for samples, the installer creates "sample" directories for each version of MAME, just drop samples into these.
You don't need to repack the OPK, you don't even need the OPK once you've installed it (though for version 2.0 of this XMAME release I'm looking at using a more traditional OPK approach but more on that later).
arrg i'm positive the sample folders were missing inside each version of mame the other day.  perhaps another ftp matter either way everything is all set now, the samples work, thanks

Man there are so many interesting games beyond the world of MAME4ALL ROM set. So much of my MAME playing has been limited to mobile platforms - now I'm seeing all these games I've literally never even seen before.
exactly.  thought i've seen every obscure title mame for pc has to offer but after spending quite a bit of time with xmame i'm constantly surprised and still have tons of games left to explore.  its the release that keeps on giving ;)
Title: Re: XMAME v1.0 release
Post by: eltehero on February 05, 2015, 12:07:54 am
Do you happen to know if you could possibly fix the sound pops in pacman and donkey kong?
I'll have a look.
Is it only these game or are there others?
i think its all the z80 vertical games. The ones i found so far are...Donkey Kong. Pacman, Ms. Pacman, and Galaga. Those are the only ones i have tested for now. Let me know if you need help testing. I got a video i will be doing. I would like to be able to show those games running as well as newer games.

Are these sound pops also present in the MAME4All version or only in XMAME?
It is in both but it is not as bad on mame4all.
[/quote]

Thanks for reply qbertaddict. What about the emu's of mame on other opensource handhelds like the GP2X, wiz and Caanoo? The GP2X had two excellent versions of mame by Franxis, mamegp2x and mame4All? Are these sound pops present on those as well?
Title: Re: XMAME v1.0 release
Post by: Elaphe on February 07, 2015, 09:53:28 pm
I've tried editing menu.bmp (it makes the text hard to read) in the resource folder but the emulator refuses to load then. Do I have to save this file in any special way for the emulator to admit it?

And another question: any way to run all games with software scaling and triple buffer without having to enable it for every one you load?

Finally, a suggestion. Why don't you distribute your emulator with an emty null.zip file inside every roms folder? Users wouldn't find the problem of the emulator not loading and you wouldn't have to bother explaining the neccesity to copy at least a rom to each folder.
Title: Re: XMAME v1.0 release
Post by: Xaijiqq on February 08, 2015, 01:38:11 am
I've tried editing menu.bmp (it makes the text hard to read) in the resource folder but the emulator refuses to load then. Do I have to save this file in any special way for the emulator to admit it?
i've only had luck with this if the new file is the same size as the original file (76kb).  no to your second question but would be a nice option
Title: Re: XMAME v1.0 release
Post by: Elaphe on February 08, 2015, 10:05:25 am
I have not been able to create a file with Photoshop of the exact size as the original (it has to be exactly the same bytes). What I've done is to run fsutil file createnew e:\menu.bmp 77878 to create a file of the same size and then copy the first values in hex mode from the original menu.bmp. Now finally the emulator doesn't refuse to open and I have a black background.

Download: http://www.alvarezeninternet.com/temp/menu.zip (http://www.alvarezeninternet.com/temp/menu.zip)
Where to place: /media/data/local/share/xmame/resource
Title: Re: XMAME v1.0 release
Post by: Xaijiqq on February 08, 2015, 02:34:55 pm
i'm certain theres more convenient ways but what i do is open a copy of menu.bmp with microsoft paint then open a separate image of whatever you wanna use (size 320x240 of course), copy and paste that image onto menu.bmp and you're all set :) sometimes it seems to result in a grainier image but others turn out fine
Title: Re: XMAME v1.0 release
Post by: slaanesh on February 09, 2015, 04:04:47 am
If you want a different background you must following these rules:

* 320x240 resolution
* PNG format
* 8-bit palette (256 color mode).
* If you follow this, the file size is exactly 77878 bytes.\

I use Paint Shop Pro 7: it's old but it's still great and does everything I need.

I completed a whole series of updates on the weekend, so I'm happy with v1.3 now, I found a few extra things that needed my attention.

The biggest changes are increased support for games that require DIRECT RGB modes. In terms of MAME, this generally means games which support ALPHA blending. MAME has some limitations with these games, forcing the game to run in 32-BPP modes or 15-BPP modes (the later of which the GCW0 doesn't support directly).

The 32-BPP modes are great but 16-BPP modes are always faster for negligible loss of graphic quality.

So... I updated all the games and some core functionality so that they all can use either 32-BPP or 16-BPP modes.

The XMAME frontend options allow you to select which mode to use; these  are 15-BPP RGB DIRECT or 32-BPP RGB DIRECT modes. By default, 15-BPP RGB DIRECT is used as it's faster.

There are probably around 50-60 unique games (not incl clones) that support these RGB DIRECT modes and most are minimum interesting to try out. I'll create a list of games shortly.
Title: Re: XMAME v1.0 release
Post by: Xaijiqq on February 09, 2015, 07:42:04 pm
* 8-bit palette (256 color mode).

There are probably around 50-60 unique games (not incl clones) that support these RGB DIRECT modes and most are minimum interesting to try out. I'll create a list of games shortly.
maybe that explains the loss in image detail i was getting earlier.  for some reason whenever i use png files it causes xmame to crash back to the gmenu2x.  these files i exported at 256 color and are 77878 bytes each, bmp does work great using this way however.  possible i just need to use a more decent program

happy to hear the continued updates :-*
Title: Re: XMAME v1.0 release
Post by: Inertia on February 13, 2015, 10:53:40 pm
Guys, I installed xmame in my intern memory then passed the whole file with dinguxcmdr to my sd card. Everything fine but the snap are missing. Created a direct access file to resource/snap but it doesn't work. Any idea?

I have done the same, my concern is about the icon, is there a way when I relink the dge to get the icon showing?
I only get the plain link appearance.

THX
Title: Re: XMAME v1.0 release
Post by: toto on February 14, 2015, 10:59:29 am
Press select while xmame is selected, then "edit xmame", then select "icon" and look for the "xmame.png" if you have xmame in your external you should find it here: /media/sdcard/apps/resource/xmame.png 
Hope it helps  ;)
Any news about v1.3 ?
Title: Re: XMAME v1.0 release
Post by: Inertia on February 23, 2015, 10:45:16 am
Yep it was helpfull, I tottaly forgot that fonction :)
thank you toto and sorry for the late answer :)
Title: Re: XMAME v1.0 release
Post by: kaio on February 23, 2015, 01:58:51 pm
What about 1.3? Bucky & Moo Mesa waiting...
Title: Re: XMAME v1.0 release
Post by: rolimattos on February 23, 2015, 05:20:53 pm
I am sorry if this was discussed before, I tried to find in the 15 pages here, but couldn't.
Maybe it will look dumb, but anyway.
I love the idea of a new MAME emulator.
I had MAME4ALL and FBA and both have a few roms running ok on both, from the same rom folder.
I have a few questions about this XMAME.
1 - How do I transfer its folder to my external sd card just copy the entire xmame folder? and it is FAT32.
2 - How do I know the rom set I have? I tried many roms, a few that worked ok on MAME4ALL or FBA but for XMAME I was only able to run "Hook"

This is a suggestion for the author, is there any way I can modify the rom directory so both 3 Mame versions pick up from the same place instead of having one for each version?
Title: Re: XMAME v1.0 release
Post by: slaanesh on February 27, 2015, 03:59:55 am
This is a suggestion for the author, is there any way I can modify the rom directory so both 3 Mame versions pick up from the same place instead of having one for each version?
You need to be able to ssh into your GCW0 and create symlinks for the roms directories.
It's been discussed in previous posts here. When we get to v2.0 this will be an install option - however at the moment this will only work if your filesystem supports it .ie internal file-system or your external SD card is formatted with EXT2 or better.

As for v1.3, it's ready! Last week actually I've just been sitting on it testing. So it'll be out this weekend and you will be able to play Bucky and Moo Meesa and all the other fixes I've made. :)
Title: Re: XMAME v1.0 release
Post by: Xaijiqq on February 27, 2015, 06:52:30 am
When we get to v2.0 this will be an install option - however at the moment this will only work if your filesystem supports it .ie internal file-system or your external SD card is formatted with EXT2 or better.

As for v1.3, it's ready! Last week actually I've just been sitting on it testing. So it'll be out this weekend and you will be able to play Bucky and Moo Meesa and all the other fixes I've made. :)
v2.0 :o :-*  thanks for the continued support! ;)
Title: Re: XMAME v1.0 release
Post by: k0en on February 27, 2015, 10:01:26 am
Great news !

Thanks for your awesome work  :)
Title: Re: XMAME v1.0 release
Post by: chevette on February 28, 2015, 12:47:23 am
Thanks slaanesh!
Title: Re: XMAME v1.0 release
Post by: slaanesh on February 28, 2015, 01:02:50 pm
My cable modem died so I'm on mobile phone only. No internet for 4 days so minor delay... Sorry!
Title: Re: XMAME v1.0 release
Post by: care16la20 on March 02, 2015, 12:30:23 pm

Hi, 2 questions:

- Does Xmame run World Class Bowling? Its on the game list but I always get an error of incorrect rom no matter what I try

- Does Spiderman and Rad Mobile from Sega run ? Its on the list but the rom cannot be located during scan....
Title: Re: XMAME v1.0 release
Post by: Xaijiqq on March 02, 2015, 04:02:10 pm
world class bowling i couldn't get working either no matter what files were added

spiderman & rad mobile both work around 16-19fps with the latter missing background graphics but the game chugs along better than i thought it would.  have you tried switching the game list to 'All games'?  i find that sometimes this helps in revealing the more pesky hidden games
Title: Re: XMAME v1.0 release
Post by: Elaphe on March 09, 2015, 11:10:08 pm
Is there a way to configure this emulator so that it always shows games in native resolution without any kind of stretch even if that means chopping the screen or displaying games with wrong aspect ratio?
Title: Re: XMAME v1.0 release
Post by: Inertia on March 10, 2015, 08:36:54 am
My cable modem died so I'm on mobile phone only. No internet for 4 days so minor delay... Sorry!

Hello Slaanesh, are you still without any internet access?
Is there a way we can help you release the file?
Title: Re: XMAME v1.0 release
Post by: slaanesh on March 10, 2015, 11:14:13 am
Nah I'm back - release definitely tomorrow I have the day off.
Title: Re: XMAME v1.0 release
Post by: slaanesh on March 11, 2015, 05:52:07 am
Okay v1.3 is out!
Title: Re: XMAME v1.0 release
Post by: kaio on March 11, 2015, 06:57:05 am
Okay v1.3 is out!
yeehaa...
Great thanks!!!
Title: Re: XMAME v1.0 release
Post by: Elaphe on March 11, 2015, 09:56:47 am
Any chance of these games at full speed?

Mystic Warriors
Tengai
Squash
R-Type Leo
Night Slashers
Heavy Smash
Gals Panic 4
Charlie Ninja
Mystic Riders
Outrun
Surprise Attack
Title: Re: XMAME v1.0 release
Post by: Inertia on March 11, 2015, 10:11:57 am
BOOOOOOOOM!!!
The eagle has landed! :)
Thank you Slaanesh !! :)
Title: Re: XMAME v1.0 release
Post by: Thylacine on March 12, 2015, 07:07:38 am
How is the pandora version going and how do the taito fx3 games run.
Title: Re: XMAME v1.0 release
Post by: sparkymark79 on March 12, 2015, 10:33:17 am
Thanks Slaanesh! and for the credit haha :)

Also, I can't get suprmario.zip (vs super mario bros) to show in any version

I'm sure i had it working before?

cheers
Title: Re: XMAME v1.0 release
Post by: Xaijiqq on March 12, 2015, 02:30:49 pm
yes my problem is its not saving for games with the 'Analog Controls' setting.  i guess for now this is normal?  the Input sections appear to save after looking at it again  :)

i'm using mame 84

Fixed. Will be part of XMAME 1.3.

Was only an issue for MAME 84.
it still isn't saving analog controls for 84. although now the cliffhanger - edward randy runs at a solid 58/58fps and looks great!  ;) nice update

Thanks Slaanesh! and for the credit haha :)

Also, I can't get suprmario.zip (vs super mario bros) to show in any version

I'm sure i had it working before?

cheers
works for me in 84 i'm using suprmrio.zip
Title: Re: XMAME v1.0 release
Post by: slaanesh on March 13, 2015, 10:07:58 am
yes my problem is its not saving for games with the 'Analog Controls' setting.  i guess for now this is normal?  the Input sections appear to save after looking at it again  :)

i'm using mame 84

Fixed. Will be part of XMAME 1.3.

Was only an issue for MAME 84.
it still isn't saving analog controls for 84. although now the cliffhanger - edward randy runs at a solid 58/58fps and looks great!  ;) nice update


Oh I see I was looking at the wrong thing BUT looks like this is a bug in Mame 0.84 anyway.
I checked the PC version and the "Analog Controls" section settings aren't being saved either.

Mame 0.85 has changes to this area, I'll have a look and see what I can do.
Title: Re: XMAME v1.0 release
Post by: slaanesh on March 13, 2015, 10:11:06 am
How is the pandora version going and how do the taito fx3 games run.
The Pandora version will have some kick ass features. Taito Fx3 games are faster but I want them faster still, I'm looking at expanding Cyclone so that 680EC20 is also emulated.

I'm also going to support Raspberry Pi, I already have a MAME 0.69 version for it. The new Raspberry PI 2 looks to be awesome!

I'm also going to support the MIPS Creator CI20 board, so the list of support devices has grown. Luckily there isn't a huge amount of differences between them.
Title: Re: XMAME v1.0 release
Post by: Thylacine on March 13, 2015, 12:26:12 pm
Pandora version sounds like it is going to be very good can't wait until you release it.
Title: Re: XMAME v1.0 release
Post by: Xaijiqq on March 13, 2015, 06:32:34 pm
yes my problem is its not saving for games with the 'Analog Controls' setting.  i guess for now this is normal?  the Input sections appear to save after looking at it again  :)

i'm using mame 84

Fixed. Will be part of XMAME 1.3.

Was only an issue for MAME 84.
it still isn't saving analog controls for 84. although now the cliffhanger - edward randy runs at a solid 58/58fps and looks great!  ;) nice update


Oh I see I was looking at the wrong thing BUT looks like this is a bug in Mame 0.84 anyway.
I checked the PC version and the "Analog Controls" section settings aren't being saved either.

Mame 0.85 has changes to this area, I'll have a look and see what I can do.
thank you for the explanation :) the only games i really needed it for was the vs. nintendo lightgun titles: hogans alley and duck hunt but its no huge deal to adjust the setting each time with only these two.  previously it was also for the exidy lightgun games like cheyenne, crossbow, chiller, etc. but those save for 0.52 so it all works out ;) thanks for all your great efforts
Title: Re: XMAME v1.0 release
Post by: glimmer on March 14, 2015, 12:48:36 am
Okay v1.3 is out!
It's looking very nice!

Did it get a button combo to invoke the service menu? After some experimenting, I can't find one. And I still can't map one on my own - I've tried.

Start+Select doesn't seem to be used for anything. How about that?
Title: Re: XMAME v1.0 release
Post by: slaanesh on March 15, 2015, 02:28:13 am
Okay v1.3 is out!
It's looking very nice!

Did it get a button combo to invoke the service menu? After some experimenting, I can't find one. And I still can't map one on my own - I've tried.

Start+Select doesn't seem to be used for anything. How about that?

I'll map F2 which is the normal key for MAME Service to START+SELECT so that should be available from next version.
Title: Re: XMAME v1.0 release
Post by: glimmer on March 15, 2015, 03:52:00 am
I'll map F2 which is the normal key for MAME Service to START+SELECT so that should be available from next version.
Thanks! It'll be very helpful; many of the games XMAME supports only have the service menu, and no DIP switches at all...
Title: Re: XMAME v1.0 release
Post by: slaanesh on March 15, 2015, 09:21:19 am
What's an example of a game that has service mode otherwise inaccessible through DIPs so I can test out the change?
Title: Re: XMAME v1.0 release
Post by: glimmer on March 15, 2015, 03:57:09 pm
What's an example of a game that has service mode otherwise inaccessible through DIPs so I can test out the change?
Most of the later Capcom games. Warriors of Fate, TMNT2, The Punisher, some others. Also Midway hardware from Mortal Kombat on--MK, MKII, MK3, the new Rampage, others. Anything ever on the Neo Geo hardware. :D

Speaking of, the Midway stuff doesn't seem to work or else it's just too slow to ever finish booting. I don't know if that's new. I have symlinks for the ROM sets all pointing to the same directory. That may the the cause. It was the fastest way to get XMAME working...
Title: Re: XMAME v1.0 release
Post by: slaanesh on March 19, 2015, 08:18:06 am
So... not many complaints this time around for this release - anyone find any other bugs or issues?
Title: Re: XMAME v1.0 release
Post by: Xaijiqq on March 19, 2015, 02:17:16 pm
the only issue i've run into recently is for professor pac-man (0.84) the color is black&white and getting a message at the bottom that reads 'unsupported MAGIC ROTATE mode' any ideas?

Title: Re: XMAME v1.0 release
Post by: glimmer on March 19, 2015, 03:05:01 pm
So... not many complaints this time around for this release - anyone find any other bugs or issues?
It's a great release, slaanesh. We really appreciate the hard work that went into this.
Title: Re: XMAME v1.0 release
Post by: eltehero on March 19, 2015, 07:29:09 pm
Is the GCW Zero currently the best mame handheld? I remember back in th GP2X days, with Franxis and Slaanesh working together made the GP2X the best handheld for arcade gaming despite the poor joystick.
Title: Re: XMAME v1.0 release
Post by: chevette on March 19, 2015, 09:36:20 pm
Amazing!! Thank you slaanesh. You did amazing things on the Dingoo A320, now you're doing them on the GCW Zero.
Title: Re: XMAME v1.0 release
Post by: Xaijiqq on March 19, 2015, 11:43:30 pm
Is the GCW Zero currently the best mame handheld? I remember back in th GP2X days, with Franxis and Slaanesh working together made the GP2X the best handheld for arcade gaming despite the poor joystick.
best most portable mame with physical controls?  yes
Title: Re: XMAME v1.0 release
Post by: slaanesh on March 21, 2015, 07:48:55 pm
the only issue i've run into recently is for professor pac-man (0.84) the color is black&white and getting a message at the bottom that reads 'unsupported MAGIC ROTATE mode' any ideas?
Ha! Funny you should mention this one!
I've been trying to fix this on the A320 for a while but it's fiendish.

The problem is that it doesn't officially work until around version Mame 90-91 which is why you are seeing the B&W version of it.

I'll see if I can may some adjustments for it in Mame 84.

EDIT: Okay that's fixed for MAME 84 only. So much easier back porting that to 84 than to MAME 37b5!
Title: Re: XMAME v1.0 release
Post by: Xaijiqq on March 23, 2015, 12:50:17 pm
the only issue i've run into recently is for professor pac-man (0.84) the color is black&white and getting a message at the bottom that reads 'unsupported MAGIC ROTATE mode' any ideas?
Ha! Funny you should mention this one!
I've been trying to fix this on the A320 for a while but it's fiendish.

The problem is that it doesn't officially work until around version Mame 90-91 which is why you are seeing the B&W version of it.

I'll see if I can may some adjustments for it in Mame 84.

EDIT: Okay that's fixed for MAME 84 only. So much easier back porting that to 84 than to MAME 37b5!
thank you! :) is the fix reuploaded to the v1.3 link or is it going to be added to v1.4?

Future releases:
* Allow user defined installation location.
* Check installer when SD card has EXT2 or compatible filesystem.
* Later version of MAME, perhaps something in the 90s or maybe 105 or 106.
* timer.c issues with MAME 84. Some games "hang" ie. surfplnt and area51 when timer.c compiled with -O3 yet are fine
this would be awesome i was gonna ask about later sets like 103 so games like noah's ark would be possible but 105 or 106 would be even better  ;)
Title: Re: XMAME v1.0 release
Post by: kaio on March 23, 2015, 12:56:56 pm
What about cheats? How can I use them?
Title: Re: XMAME v1.0 release
Post by: slaanesh on March 25, 2015, 12:56:11 am
I've never used cheats; I don't see the point!
I've added support for them before in the frontend but honestly never done anything with it.

Does anyone use the cheats?

As for Noah's Ark, I can slip that into 69 and 84 as it's just an additional game for an existing driver which is usually easy to back-port.
Title: Re: XMAME v1.0 release
Post by: glimmer on March 25, 2015, 01:29:13 am
Does anyone use the cheats?
Yes!
Title: Re: XMAME v1.0 release
Post by: Xaijiqq on March 25, 2015, 08:54:10 am
As for Noah's Ark, I can slip that into 69 and 84 as it's just an additional game for an existing driver which is usually easy to back-port.
that would be splendid! ;)

speaking of cheats i take it that the 'Speed Hack' option doesn't work either?  sorry if it was mentioned before, couldn't find anything when looking at previous posts
Title: Re: XMAME v1.0 release
Post by: kaio on March 25, 2015, 09:53:41 am
Does anyone use the cheats?
Yes!
But how? Do you use file "cheat.dat" or not?
Is it looks like:
Quote
; [ 1941 - Counter Attack (World) ]
1941:0:FF0D59:09:000:Infinite Credits
1941:0:FF0DA5:07:000:Infinite Rolls PL1
1941:0:FF0DFA:01:000:Invincibility PL1
1941:0:FF0DE7:99:000:Infinite Weapon Time PL1
1941:0:FF0DC8:00:000:Always have Normal Fire PL1
1941:0:FF0DC8:01:000:Always have M. Gun PL1
Or you use "chat.zip" file with a lot of XML files?
Look like:
Quote
  <cheat desc="Infinite Credits">
    <script state="run">
      <action>[email protected]=63</action>
    </script>
  </cheat>
And In which folder?
Title: Re: XMAME v1.0 release
Post by: Xaijiqq on March 25, 2015, 11:00:33 am
Does anyone use the cheats?
Yes!
But how? Do you use file "cheat.dat" or not?
he was asking if any users use cheats in general, to clarify:

I've never used cheats; I don't see the point!
I've added support for them before in the frontend but honestly never done anything with it.
so currently cheats are not enabled for xmame
Title: Re: XMAME v1.0 release
Post by: slaanesh on March 25, 2015, 11:34:05 am
It's easy enough to enable; I'll add the option in to the frontend on the next release. It's simply an argument which is sent to the main MAME executable from the frontend.
You could try it now if you ran XMAME from a ssh.

Quick diversion from XMAME:

So how many people have Raspberry PI 2? I got one and it's pretty kick ass in terms of power...

I've had a small play with the Creator CI20... and it's nice but it's missing some critical software support at the moment. ie. the IPU isn't supported - this is one of the best features of the GCW-Zero... awesome hardware scaler. The Dingux guys did a great job getting that working. If only the GCW-Zero had the jz4780 chipset.... twin CPU at 1.2Ghz.... nice!

Anyway i've been playing with some of my older handhelds lately:

GP2X: Awesome unit with the N-gage Contoller mod. Still an old favourite. From a dev point of view it's got everything; no wonder it was so popular. Wish I'd done some more with it when it was the top dog. I still like using it to play MAME4ALL, the controls are nice and I like to see how some games run on it just for comparison with the Dingoo A320.

Wiz: Best screen! Controller isn't as good though. And it's lacking some developer niceties. You can't telnet/ssh into easily (yeah, you can but not by default). Why didn't GPH cripple it like that? It's also got some other irregularities like a "rotated" screen like the GP32 has. This means screen handling is non-standard.

Caanoo: Haven't used mine a lot. Probably the nicest looking of the GPH consoles.

Dingoo A320: Probably my most used handheld it's got a bit of everything. Controls are good, screen is good, development is fairly easy; it's also fast for it's Mhz. People have told me that Linux doesn't take up much CPU resource but I just don't believe. The A320 running MAME4ALL under native is faster than MAME4ALL under Dingux. Its the main reason I switched. The only thing is the lack of physical volume controls. I've still got a new version of MAME4ALL for it coming soon with a bunch of interesting goodies - it's amazing what this little guy can still do. Pity there isn't more stuff coming out for it still.

GCW-Zero: It's got it all! Best development machine of the lot. Excellent power. The hardware is faultless. The only thing that bugs me are the controls - they just don't feel robust enough for me. Compared to the GP2X, it's form factor is amazingly similar - perhaps no coincidence.

Pandora: Awesome machine; it's literally got it all. XMAME coming out on this too. Now that I've got the GCW0 version cleaned up, I want to do Raspberry PI 2 and Pandora next.
Title: Re: XMAME v1.0 release
Post by: glimmer on March 25, 2015, 11:43:20 am
Does anyone use the cheats?
Yes!
But how? Do you use file "cheat.dat" or not?
Is it looks like:
Quote
; [ 1941 - Counter Attack (World) ]
1941:0:FF0D59:09:000:Infinite Credits
1941:0:FF0DA5:07:000:Infinite Rolls PL1
1941:0:FF0DFA:01:000:Invincibility PL1
1941:0:FF0DE7:99:000:Infinite Weapon Time PL1
1941:0:FF0DC8:00:000:Always have Normal Fire PL1
1941:0:FF0DC8:01:000:Always have M. Gun PL1
Or you use "chat.zip" file with a lot of XML files?
Look like:
Quote
  <cheat desc="Infinite Credits">
    <script state="run">
      <action>[email protected]=63</action>
    </script>
  </cheat>
And In which folder?
It's been a long time since I got the copy I'm using. I obtained it for the other GCW MAME build. I think it's the 0.54 release (http://cheat.retrogames.com/mame_downloads.htm) from Pugsy. I used it with MAME4All and just created symlinks when I installed XMAME. You'll want to do it properly and try to match more closely with the sets in use. Files go here:
Code: [Select]
/media/data/local/share/xmame/xmame69/cheat.dat
/media/data/local/share/xmame/xmame84/cheat.dat
/media/data/local/share/xmame/xmame52/cheat.dat
Title: Re: XMAME v1.0 release
Post by: glimmer on March 25, 2015, 11:44:43 am
I've never used cheats; I don't see the point!
I've added support for them before in the frontend but honestly never done anything with it.
so currently cheats are not enabled for xmame
I'm using them right now. Either I have superpowers or cheats work in XMAME. :)
Title: Re: XMAME v1.0 release
Post by: slaanesh on March 25, 2015, 11:46:39 am
Ha, I just looked, I've already added support in the frontend for cheats... Okay so there you go. See! I don't ever use it!
Title: Re: XMAME v1.0 release
Post by: glimmer on March 25, 2015, 11:58:27 am
Ha, I just looked, I've already added support in the frontend for cheats... Okay so there you go. See! I don't ever use it!
Seriously never? You haven't lived until you've tried the "big heads" hack in Donkey Kong or the "no clipping" one in Rygar.
Title: Re: XMAME v1.0 release
Post by: Xaijiqq on March 25, 2015, 12:01:27 pm
I've never used cheats; I don't see the point!
I've added support for them before in the frontend but honestly never done anything with it.
so currently cheats are not enabled for xmame
I'm using them right now. Either I have superpowers or cheats work in XMAME. :)
ah ok :) i wasn't getting similar cheat options like in mame4all so i assumed it wasn't there
Title: Re: XMAME v1.0 release
Post by: glimmer on March 25, 2015, 03:51:59 pm
Ha, I just looked, I've already added support in the frontend for cheats... Okay so there you go. See! I don't ever use it!
slaanesh, I apologize if this question's been asked before, but is it possible to distribute XMAME as an OPK, rather than an "installer" OPK? And just store all the volatile data in $HOME/.xmame or similar?

Again, I'm sorry if the question has been posed before now. I couldn't find anything with a quick search.
Title: Re: XMAME v1.0 release
Post by: Inertia on March 25, 2015, 05:14:21 pm
Outrunner is slow, but this is a great release thank you again Slaanesh. :)
Title: Re: XMAME v1.0 release
Post by: David Knight on March 25, 2015, 09:45:19 pm
So how many people have Raspberry PI 2? I got one and it's pretty kick ass in terms of power...

I'm currently planning an arcade machine from scratch as a way of introducing the kids to electronics/programming/CAD using one of these boards. I held off with the original as it wasn't up to full speed emulation. The new CPU seems plenty fast enough for my purposes now.
Title: Re: XMAME v1.0 release
Post by: slaanesh on March 25, 2015, 10:46:17 pm
Ha, I just looked, I've already added support in the frontend for cheats... Okay so there you go. See! I don't ever use it!
Seriously never? You haven't lived until you've tried the "big heads" hack in Donkey Kong or the "no clipping" one in Rygar.

Nope never used it... I guess I should have a look one day.


Ha, I just looked, I've already added support in the frontend for cheats... Okay so there you go. See! I don't ever use it!
slaanesh, I apologize if this question's been asked before, but is it possible to distribute XMAME as an OPK, rather than an "installer" OPK? And just store all the volatile data in $HOME/.xmame or similar?

Again, I'm sorry if the question has been posed before now. I couldn't find anything with a quick search.

For XMAME 2.0 I will introduce the traditional way of OPK where by the EXEs are not installed and everything else goes into $HOME/.xmame
Title: Re: XMAME v1.0 release
Post by: slaanesh on March 27, 2015, 12:27:47 am
I've fixed the Analog Controls setting issue. This will be available in v1.4 (not released yet).
There was no code to actual handle the save/load values of these settings. Lots of changes was going around with the input ports during these versions, they must have just released 84 like that. You can verify it as the Windows version of 84 exhibits the same behavior. ie. Analog Control settings not saved.

Anyway, I've patched it however you will need to blow away your old CFG files - well anything that has ANALOG inputs anyway. ie. Pole Position, Outrun, Operation Wolf, etc. Any game which emulates an analog controller.

Note this only effects version MAME 84, the others, 52 and 69 are fine.
Title: Re: XMAME v1.0 release
Post by: ruffmuff on April 03, 2015, 08:53:34 pm
Sorry, but I have to vent.  First thing I have to say is OP, i'm very happy you and others are still developing for this system.  However, I could not get this to work at all.  Tried installing to my sdcard called DATA... three pages into this thread, your SD CARD must not have a name..  ok... deleted the name, now the installer fails to install on sdcard because it sees a blank path, i think, i see /dev//blah.

So I delete everything and try now to install to internal memory.  Put at least a single zip file in each of the rom directories in /media/data/local/share/xmame/xmame__/roms, and still, "Could not find any roms".  Happy for everyone else that has theirs working but this has been extremely frustrating. 
Title: Re: XMAME v1.0 release
Post by: glimmer on April 03, 2015, 10:04:19 pm
Sorry, but I have to vent.  First thing I have to say is OP, i'm very happy you and others are still developing for this system.  However, I could not get this to work at all.  Tried installing to my sdcard called DATA... three pages into this thread, your SD CARD must not have a name..  ok... deleted the name, now the installer fails to install on sdcard because it sees a blank path, i think, i see /dev//blah.

So I delete everything and try now to install to internal memory.  Put at least a single zip file in each of the rom directories in /media/data/local/share/xmame/xmame__/roms, and still, "Could not find any roms".  Happy for everyone else that has theirs working but this has been extremely frustrating.
ruffmuff, your problem report is extremely confusing. I'm not sure how much anyone's going to be able to help you. However, if you're having problems related to exact paths and exact names, may I recommend the use of symbolic links (https://encrypted.google.com/search?q=linux+symbolic+link)?

I followed virtually none of slaanesh's well-written instructions. Instead, I created a few symlinks where he's requiring exact paths and exact file names, and XMAME works perfectly for me.

For any application released on this or any other UNIX-based platform, you can accommodate virtually any requirement involving hard-coded paths or file names by creating a few symlinks where appropriate.

Symlinks are also native to OSX, Android, and Windows (from NT 6.0).
Title: Re: XMAME v1.0 release
Post by: Xaijiqq on April 03, 2015, 10:30:50 pm
still, "Could not find any roms".  Happy for everyone else that has theirs working but this has been extremely frustrating.
after starting up xmame when you get to the game list did you try pressing 'START' button to check for available roms??  if not, this needs to be done each time you add new roms and then you'll see them appear in the list.  you also have to do this for each rom set (52, 69, 84)

as far as installing to external sd i've been unsuccessful getting that to work despite all the suggestions finally i just went with internal memory.  i'm thinking when v2.0 is released this should be fully ironed out
Title: Re: XMAME v1.0 release
Post by: qbertaddict on April 04, 2015, 11:45:46 pm
So how many people have Raspberry PI 2? I got one and it's pretty kick ass in terms of power...

I'm currently planning an arcade machine from scratch as a way of introducing the kids to electronics/programming/CAD using one of these boards. I held off with the original as it wasn't up to full speed emulation. The new CPU seems plenty fast enough for my purposes now.
Emulation on the raspberry pi 2 still isn't at what I had hoped it was when used at anything over 640x480. 1920x1080 leads to major lag and sound issues. Having n64 and psx is great though!
Title: Re: XMAME v1.0 release
Post by: slaanesh on April 14, 2015, 06:28:12 am
So how many people have Raspberry PI 2? I got one and it's pretty kick ass in terms of power...

I'm currently planning an arcade machine from scratch as a way of introducing the kids to electronics/programming/CAD using one of these boards. I held off with the original as it wasn't up to full speed emulation. The new CPU seems plenty fast enough for my purposes now.
Emulation on the raspberry pi 2 still isn't at what I had hoped it was when used at anything over 640x480. 1920x1080 leads to major lag and sound issues. Having n64 and psx is great though!

For 99.5% of MAME games you don't need anything over 640x480; in fact 400x300 is adequate.
There are a few games that have "high res" - but not many.
Probably one reason being is that high resolution monitors were more expensive so standard "TV resolution" monitors were the norm.
Why run MAME in 1920x1080 anyway? Just to get raster effects? It's not worth it IMHO.

Anyway I've getting MAME 84 and 69 on to PI-2. I already did 66 previously and it's pretty neat already!
Everything I've played is full speed - no frame skip including Rampage World Tour which was slow as a dog on the PI-1.
Title: Re: XMAME v1.0 release
Post by: qbertaddict on April 20, 2015, 04:58:47 am
Mame runs nice its just the console emulation performance that I am not impressed with. N64 is running better now
Title: Re: XMAME v1.0 release
Post by: Pumpytums on April 20, 2015, 08:24:12 am
For XMAME 84 and 69 neogeo.zip file needs to be updated.

Make sure it contains:

neogeo.zip
 Length   Method    Size  Cmpr    Date    Time   CRC-32   Name
--------  ------  ------- ---- ---------- ----- --------  ----
   65536  Defl:N     1398  98% 12-24-1996 23:32 e09e253c  000-lo.lo
  131072  Defl:N    27230  79% 12-24-1996 23:32 91b64be3  asia-s3.rom
  131072  Defl:N    15380  88% 12-24-1996 23:32 354029fc  sfix.sfx
  131072  Defl:N    11245  91% 12-24-1996 23:32 97cf998b  sm1.sm1
  131072  Defl:N    27498  79% 12-24-1996 23:32 2723a5b5  sp-e.sp1
  131072  Defl:N    28132  79% 12-24-1996 23:32 acede59c  sp-j2.rom
  131072  Defl:N    26856  80% 12-24-1996 23:32 c7f2fa45  sp-s.sp1
  131072  Defl:N    27395  79% 12-24-1996 23:32 9036d879  sp-s2.sp1
  131072  Defl:N    27338  79% 12-24-1996 23:32 e72943de  usa_2slt.bin
  131072  Defl:N    45133  66% 12-24-1996 23:32 f0e8f27d  vs-bios.rom
--------          -------  ---                            -------
 1245184           237605  81%                            10 files


The KOF series of games work for sure as well as many others that have been tested... ie. kof2000, kof98

If you have problems, please let me know what settings you used and what version of XMAME. ie xmame.SDL.69, etc.

Firstly thank you for such a great emulator amazing. Sexy Parodius works amazing that doesn't work right on my S5 on mame so great choice on the 84 version.

I managed to get the Neogeo rom exactly as you said above but some neogeo games still come up saying the roms are incorrect. I made a 0.84 set using CLRmamepro is there a particular subset for 0.84? My Neogeo.zip exactly matches the one in the quoted post CRC's are identical as are file names.

Games that work perfectly

All the Metal Slugs.
Puzzle Bobble 3
Puzzle Bobble 4
KOF 94
Neo Bomberman (thank you)
Neo Drift out
Neo Turf Masters
Fatal Fury 3
Double Dragon (neo geo)

Games that say roms are wrong
Puzzle Bobble (neo geo)
Pulstar
Viewpoint
Neo-geo cup 98
Neo Mr. Do
Fatal Fury 2

Is there any way to get to the log to see which roms it doesn't like? Seems to be no pattern to the ones that want different  roms.

Thanks very much in advance

Pumpytums
Title: Re: XMAME v1.0 release
Post by: slaanesh on April 20, 2015, 12:19:56 pm
I'll have a look at this Neo Geo stuff as someone else has problems with it as well.
Title: Re: XMAME v1.0 release
Post by: glimmer on April 20, 2015, 12:59:14 pm
Okay v1.3 is out!
It's looking very nice!

Did it get a button combo to invoke the service menu? After some experimenting, I can't find one. And I still can't map one on my own - I've tried.

Start+Select doesn't seem to be used for anything. How about that?

I'll map F2 which is the normal key for MAME Service to START+SELECT so that should be available from next version.
Any chance of a quick "1.3.1" with Service Menu key mapping? Would really be appreciated.

Thanks!
Title: Re: XMAME v1.0 release
Post by: AskaLangly on May 12, 2015, 06:25:47 am
Even in 1.3, PuchiCarat is still slow.
Silly Taito games... right when the game reaches the Taito logo, the FPS counter goes nuts, to the point where I see:
T auto 8 (19/60). :/
Title: Re: XMAME v1.0 release
Post by: eltehero on May 12, 2015, 08:57:10 pm
Mame runs nice its just the console emulation performance that I am not impressed with. N64 is running better now

Which console emulators are not performing well?
Title: Re: XMAME v1.0 release
Post by: qbertaddict on May 16, 2015, 09:21:11 am
Mame runs nice its just the console emulation performance that I am not impressed with. N64 is running better now

Which console emulators are not performing well?
it's not so much they don't perform it's just they have a lag in controls if using filters at 1080p
Title: Re: XMAME v1.0 release
Post by: eltehero on June 04, 2015, 05:38:04 am

Slaanesh, any idea when v1.4 will be released? Thanks for all your hard work.
Title: Re: XMAME v1.0 release
Post by: slaanesh on July 25, 2015, 05:04:25 am
Yeah... Um I've been side tracked a bit though I've made quite a few improvements to the front end.
I've been working on a 10th Anniversary edition GP2X version of MAME4ALL which has a huge swag of updates and new games to play and will use my new frontend for snapshot support.
The GP2X is a great machine really - no other handheld is so feature filled and easy to develop for.
It's only short coming is that controller but I modded mine ages ago :)
I'm currently looking at some hardware acceleration or using the second core.
Title: Re: XMAME v1.0 release
Post by: zear on July 25, 2015, 11:29:51 am
no other handheld is so feature filled and easy to develop for.
I'd argue with that ;)
Title: Re: XMAME v1.0 release
Post by: slaanesh on July 25, 2015, 11:36:33 am
no other handheld is so feature filled and easy to develop for.
I'd argue with that ;)

Present company excepted :)

The GCW-Zero is also excellent.

Considering it's age - very close to 10 years old - the GP2X was amazing for it's time - which is why I've dedicated some time to it with a 10th Anniversary release.
Title: Re: XMAME v1.0 release
Post by: zear on July 25, 2015, 11:40:09 am
Yep, GP2X is an amazing device and there's no arguing in that. But having a GP2X F200 model - debugging was painful, because there was no way to do it remotely (no usb net). Button mapping was also horrible (joystick buttons for d-pad) and you couldn't test it well on PC.
Title: Re: XMAME v1.0 release
Post by: Elaphe on July 26, 2015, 08:41:07 pm
Do you know if the clone rom Sunset Riders 2 players exists for MAME 0.84 or for 0.37? Any idea of the name of the zip? I've tried with a file from the 0.162 romset I'm using in my PC but it's not detected neither by Xmame 0.84 nor by MAME4All.
Title: Re: XMAME v1.0 release
Post by: slaanesh on August 21, 2015, 03:21:30 am
Do you know if the clone rom Sunset Riders 2 players exists for MAME 0.84 or for 0.37? Any idea of the name of the zip? I've tried with a file from the 0.162 romset I'm using in my PC but it's not detected neither by Xmame 0.84 nor by MAME4All.

You are probably wanting the clone "ssrdrebc.zip" which is "Sunset Riders (World 2 Players ver. EBC)".
You will also need the base file "ssriders.zip".

Both 0.69 and 0.84 support these games. MAME4ALL (0.37b5) also supports these games.

You will need ROMs circa Mame 69 to 84; as you've discovered the later set doesn't work. Often the reason is very simple - the names of the files contained with the ZIP file have simply been renamed. If this is not the case the ROM has been redumped and is completely different.

You can re-name the files manually or using a tool to do it for you.

EDIT: I happen to have my Dingoo A320 with me and my version of MAME4ALL supports it - I just tried it out.
Title: Re: XMAME v1.0 release
Post by: eltehero on August 21, 2015, 05:48:52 am
Hi Slaanesh,

Any further mame developments on GCW Zero and GP2X?
Title: Re: XMAME v1.0 release
Post by: Thylacine on August 21, 2015, 02:17:51 pm
I hate to ask but how is the Pandora version going.
Title: Re: XMAME v1.0 release
Post by: Niko on September 05, 2015, 05:21:49 pm
Is there a certain mame update version for 0.69 I need to use? I used clrmamepro to convert my neogeo roms to vanilla 0.69 but when trying to run them in xmame 1.3 with the .69 version I get an error that files are missing.... I know the source romset is good.
Title: Re: XMAME v1.0 release
Post by: Niko on September 05, 2015, 10:02:11 pm
I'll have a look at this Neo Geo stuff as someone else has problems with it as well.

I have the same problem. I also verified my neogeo bios zip contained all and only the files mentioned and the CRC32's all match.

Just like the other guy, I also used clrmamepro.
Title: Re: XMAME v1.0 release
Post by: toto on September 06, 2015, 08:08:06 pm
Hi guys? Would it be posible to make an easy to use .opk version? I never managed to run it properly. Thanks.
Title: Re: XMAME v1.0 release
Post by: slaanesh on September 07, 2015, 01:35:58 am
I'm working on an OPK version, I've made some internal changes so the next release, which will be v2.0 will run as an OPK.

I've also got some other fixes in there.
Title: Re: XMAME v1.0 release
Post by: Niko on September 08, 2015, 04:37:19 pm
I'm working on an OPK version, I've made some internal changes so the next release, which will be v2.0 will run as an OPK.

I've also got some other fixes in there.

Sweet! Thanks for your continued support.

Also, if you dont mind me asking. How did you make or obtain your rom sets? If you used clrmamepro, would you mind sharing your datfiles?
Title: Re: XMAME v1.0 release
Post by: slaanesh on September 09, 2015, 01:28:18 pm
I have the 37b5 and 84 set.
I symlink 69 so it uses the 84 set.
If something doesn't work I look to see what the issue is by hand modifying the contents of the the zip file as the source code describes exactly what it is expecting.
I will generate some useful clrmamepro files with the new release if that may help.
Title: Re: XMAME v1.0 release
Post by: Inertia on September 14, 2015, 01:27:08 pm
Really cool news Slaanesh, thank you :)
Title: Re: XMAME v1.0 release
Post by: ithic.com on September 15, 2015, 12:31:06 am
Thank You Slaanesh!
Title: Re: XMAME v1.0 release
Post by: superfenix2020 on October 28, 2015, 02:38:12 am
Thank You Slaanesh!!!

I wait anxiously for your next version of Mame.


Gradius 2 is supported in Xmame v1.3?

edit: Xmame v2.0 is going to go out in Christmases or earlier ? XD
Title: Re: XMAME v1.0 release
Post by: toto on October 28, 2015, 12:21:48 pm
So do I! (since I can't make v1.O work anymore)
Title: Re: XMAME v1.0 release
Post by: slaanesh on May 25, 2016, 02:26:29 pm
Sorry guys getting back to this. Been busy with Mame4all. Will get that OPK out ASAP
Title: Re: XMAME v1.0 release
Post by: Aeter on June 03, 2016, 05:25:48 pm
Sorry guys getting back to this. Been busy with Mame4all. Will get that OPK out ASAP
In the mean time we'll be enjoying the other releases, like retroArch and pcsx4all, etc.
Title: Re: XMAME v1.0 release
Post by: Quickman on June 03, 2016, 08:30:09 pm
@slaanesh thanks so much! Can't wait buddy!
Title: Re: XMAME v1.0 release
Post by: dingooforever on June 12, 2016, 10:50:29 pm
hi Slaanesh,

Any chance you will release a preliminary Pandora version during this summer?

How much faster will be Xmame for Pandora compared to the GCW Zero version?
Title: Re: XMAME v1.0 release
Post by: toto on June 13, 2016, 02:37:29 am
Thanks Slaanesh!  ;D
Title: Re: XMAME v1.0 release
Post by: davidgilmour on September 21, 2016, 06:22:58 pm
Sorry guys getting back to this. Been busy with Mame4all. Will get that OPK out ASAP
Awesome! Do you have an indication when? Thanks for the great work!
Title: Re: XMAME v1.0 release
Post by: davidgilmour on October 02, 2016, 12:54:09 am
@slaanesh I have been playing around with mame4all, fba and xmame now for more than a week and I think xmame is the best version.

Why? It plays everything that Mame4all plays, so basically Mame4all has become obsolete in a way (though it is easier to install and more basic).

XMame also plays all the games Neogeo, CPS1, CPS2 etc that FBA Plays. Even thugh FBA has a nicer interface than mame at some levels, but that is only a matter of taste.

And it plays many games that neither M4ALL of FBA don't play. Like for instance the Irem M72 games rtype 2, loht, dragon breed, hammerin harry etc.  So far I have seen only one game that runs better on FBA and that is Outrun. Has more fpm in FBA.

There's only a one minor thing that I don't like about Xmame and that is the icon of the program.
Is it possible to change that? Is there a way I could do that myself?
I would rather have something like this http://www.easyicon.net/language.en/1172073-mame_icon.html
(http://www.icon100.com/up/3908/256/102-mame.png)

And i also have a question about the two .bmp files that we can change in xmame.
One is the introscreen

(http://3.bp.blogspot.com/-AdRzINDl4bQ/VKNyPNUI6HI/AAAAAAAAAMQ/GDLG8LK-xzc/s1600/MAME_pacman_font_320x240.png)

And the other is the green menuscreen.

In a posting you say that it must be 8bit colour PNG file. Do you really mean PNG or did you mean BMP?
I am not able to create two new bmp files that are 82kb big. They both become smaller and therefor I am not able to change them myself.
I want to have a totally black menu screen and an introscreen in the same mood like the "M" icon that I posted.
How can I do this myself too?
Title: Re: XMAME v1.0 release
Post by: eltehero on October 02, 2016, 11:42:50 am
@slaanesh I have been playing around with mame4all, fba and xmame now for more than a week and I think xmame is the best version.


And it plays many games that neither M4ALL of FBA don't play. Like for instance the Irem M72 games rtype 2, loht, dragon breed, hammerin harry etc.  So far I have seen only one game that runs better on FBA and that is Outrun. Has more fpm in FBA.



@davidgilmour. Do the irem M72 games run at full 60fps speed with sound?
Title: Re: XMAME v1.0 releas
Post by: davidgilmour on October 02, 2016, 12:10:02 pm
@slaanesh I have been playing around with mame4all, fba and xmame now for more than a week and I think xmame is the best version.


And it plays many games that neither M4ALL of FBA don't play. Like for instance the Irem M72 games rtype 2, loht, dragon breed, hammerin harry etc.  So far I have seen only one game that runs better on FBA and that is Outrun. Has more fpm in FBA.



@davidgilmour. Do the irem M72 games run at full 60fps speed with sound?
Yes all these games run at full speed full sound!

http://www.system16.com/hardware.php?id=738

There are some games like Gunforce 1, Undercover Cops and R Type Leo that run mostly on 60 fps during the game.
Only at the intros of the startupscreens they drop a little bit in framerate. But these 3 are not M72. They do run fine at 100% during the game, so that is a bonus.

Xmame does not run M73 and other newer Irem hardware very god well. Games like Gunforce2, Mystic Riders, Major Title Golf 2, Dream94, Hook, In the Hunt and Risky Chalkenge are more or less unplayable due to the huge slowdowns frame skipping. I have tested them all. These games are made on newer boards like Irem M92 and M107 arcade board. But luckily M72 with some nice classics plays at 100%!
Title: Re: XMAME v1.0 release
Post by: toto on October 02, 2016, 03:41:09 pm
Miss Xmame so much  :'( :'( :'( :'( :'(   For some reason I can't make it run anymore.
Title: Re: XMAME v1.0 release
Post by: davidgilmour on October 02, 2016, 06:59:17 pm
Miss Xmame so much  :'( :'( :'( :'( :'(   For some reason I can't make it run anymore.
@toto here, go to the final post on this page. Download the file from the russian guy. It will install xmame for you, that's how I did it. Look at the posting from @podmaz


http://boards.dingoonity.org/gcw-releases/mame4all-v1-2-new-year-edition/120/

Good luck!
Title: Re: XMAME v1.0 release
Post by: toto on October 03, 2016, 02:30:44 am
Thanks DavidGilmour but I already have Mame4all running on my unit, I am looking for Xmame. Thanks you anyway  ;D
Title: Re: XMAME v1.0 release
Post by: slaanesh on October 03, 2016, 02:34:03 am
G'day,

I've been busy with some MAME4ALL stuff but I am going to put the updated XMAME for GCW0 top of the list and get it out. Sorry to all those who have been waiting for it.

As for the intro files, yes I think they are PNGs, they did used to be BMP - I can't recall off the top of my head now but I'll check it out tonight.

As for Outrun, which version are you using? XMAME 0.69 should run it fairly nicely as I recall - and will be slightly faster again with my latest release.
Title: Re: XMAME v1.0 release
Post by: Mar8 on October 03, 2016, 04:38:20 am
G'day,

I've been busy with some MAME4ALL stuff but I am going to put the updated XMAME for GCW0 top of the list and get it out. Sorry to all those who have been waiting for it.

As for the intro files, yes I think they are PNGs, they did used to be BMP - I can't recall off the top of my head now but I'll check it out tonight.

As for Outrun, which version are you using? XMAME 0.69 should run it fairly nicely as I recall - and will be slightly faster again with my latest release.

Hell yeah!! Thanks @slaanesh ! :)
Title: Re: XMAME v1.0 release
Post by: toto on October 03, 2016, 05:03:36 am
"Sorry to all those who have been waiting for it" Please don't and thanks again for your amazing work. I'm sure everybody here understand that working on apps is very time consuming and you do it for free. Thanks for all your efforts and dedication! 
Title: Re: XMAME v1.0 release
Post by: howie_k on October 03, 2016, 07:45:19 am
Excellent -looking forward to the new version, assume it will be an opk version this time? Thank you for all your hard work.
Title: Re: XMAME v1.0 release
Post by: davidgilmour on October 03, 2016, 08:09:04 am
Thanks DavidGilmour but I already have Mame4all running on my unit, I am looking for Xmame. Thanks you anyway  ;D
@toto sorry, I mixed links up.
Here is the xmame 1.3 opk from slaanesh.

https://www.dropbox.com/s/f50ho3ktwsli7tp/xmame_1.3.opk?dl=0

@slaanesh thanks for your work. I found the .png file for the icon and was able to change it!
I got the 32x32 version from here and just renamed it and put it in the right directory
http://www.easyicon.net/language.en/1172073-mame_icon.html

I can delete mame4all now. Your mame is the best!
Title: Re: XMAME v1.0 release
Post by: dingooforever on October 04, 2016, 03:38:21 pm
@slaanesh: any news of the Pandora version?
Title: Re: XMAME v1.0 release
Post by: eltehero on October 04, 2016, 04:34:25 pm
@slaanesh: any news of the Pandora version?

and gp2x version?
Title: Re: XMAME v1.0 release
Post by: davidgilmour on October 04, 2016, 04:42:46 pm
@slaanesh: any news of the Pandora version?
@dingooforever it should run much faster. Look at this 2010 (!) video. All the games shown run great on gcw mame too except for "in the hunt". That does not run good on the gcw (m4a, fba, xmame) but it was already running 100% on the pandora!

https://youtu.be/69mtRRwXoyk
Title: Re: XMAME v1.0 release
Post by: Gcw34ohda on November 03, 2016, 03:03:29 am
Glad to say I got Ninja Baseball Batman working on this!
Have you noticed slow downs at times? If so are those short comings due to hardware limitations?
Title: Re: XMAME v1.0 release
Post by: gameblabla on November 03, 2016, 04:12:54 am
Have you noticed slow downs at times? If so are those short comings due to hardware limitations?
Quote
That does not run good on the gcw (m4a, fba, xmame) but it was already running 100% on the pandora!
Well, MAME isn't exactly designed to run fast, for one.

But i'll have to say that the GCW0, despite running at the same clock frequency as the Pandora,
is much slower than the Pandora.
The Pandora has faster memory, faster storage access (pcercuei was apparently working on that)
and most of all, uses a popular architecture which means it can take advantage of specifc NEON optimisations.

Interestingly enough, the prototypes are actually faster than the retail ones due to faster memory being used.
(DDR2 instead of SDRAM)
I would be glad to see a GCW0 prototype runnong some games on MAME so we can compare it.
Title: Re: XMAME v1.0 release
Post by: Thylacine on June 24, 2017, 06:27:24 am
any news on the Pandora version or have you given up.
Title: Re: XMAME v1.0 release
Post by: slaanesh on June 25, 2017, 01:48:54 pm
Oh no I'm working on the Pandora versions now. Getting name 0.84 just today going - previously was just 0.69.


Sent from my Nexus 7 using Tapatalk

Title: Re: XMAME v1.0 release
Post by: eltehero on June 25, 2017, 07:09:15 pm

Hi Slaanesh,

Any latest updates on GP2X, Wiz, Dingoo A320 and GCW Zero versions?

Are you still working on the Gemei A330 version?
Title: Re: XMAME v1.0 release
Post by: slaanesh on June 25, 2017, 10:10:26 pm
Yes there are updates that have not been released for all the machines you mention.
Title: Re: XMAME v1.0 release
Post by: slaanesh on June 26, 2017, 02:32:25 am
Here is my plan:

Following machines will get a the new MAME4ALL v2.0 release:
(There are so many changes to MAME4ALL v2.0 that this is basically a new version of MAME4ALL.)
GP2X, Wiz, Dingoo A320, Gemei A330, GCW-Zero and Pandora.

Following machines will get Mame 0.69 and Mame 0.84:
GCW-Zero and Pandora.

All hosts have my new improve frontend which includes image snapshot support.

I'm currently working on the Mame 0.84 version on the Pandora - hooking up Cyclone and DRZ80.

At 1000hz, the GCW-Zero is a very capable machine. There's nothing wrong with it. It's certainly faster than my Pandora Classic clocked to the standard 600Mhz.
For example: if running a game which has, say, the M6809 core like Dragon Spirit, it runs much faster than the Pandora version.
Of course this changes when running M68000/Z80 games thanks to Cyclone and DRZ80.

Both GCW-Zero and Pandora has very capable screen scaling mechanisms and excellent controls. The Pandora slightly better in this regards thanks to it's keyboard.
Title: Re: XMAME v1.0 release
Post by: kaio on June 26, 2017, 07:21:31 am
Mame4All V1.2 New Year Edition --> MAME4ALL v2.0 (http://boards.dingoonity.org/gcw-releases/mame4all-v1-2-new-year-edition/)
Am I right?
OR
XMAME v1.0 release --> MAME4ALL v2.0
Title: Re: XMAME v1.0 release
Post by: slaanesh on June 26, 2017, 07:43:53 am
The GCW-Zero will receive updates to both however will be released all together.

ie.

XMAME v1.0 supports three versions of MAME: 0.37b16, 0.69 and 0.84.
XMAME v2.0 will still support just three versions: 0.69, 0.84  and my updated version of MAME4ALLv 2.0.

I've deleted 0.37b16 as MAME4ALL v2.0 easily covers it and then some :)

MAME4ALL v2.0 is as least equal or better then the majority of the games that it supports when compared to 0.69 and 0.84 versions.

This is because MAME4ALL v2.0 has had many improvements that go up to and in some cases beyond Mame 0.105.
Title: Re: XMAME v1.0 release
Post by: dingooforever on June 26, 2017, 09:40:35 am
@slaanesh: Will XMAME and MAME4ALL 2.0 support newer (post 0.84) games? If yes, may i suggest some titles to you?
And BTW how is CPS3 (if supported) performance on these?

EDIT: i refer to Xmame and Mame2.0 Pandora versions.
Title: Re: XMAME v1.0 release
Post by: Yan on February 13, 2018, 04:14:09 am
The GCW-Zero will receive updates to both however will be released all together.

ie.

XMAME v1.0 supports three versions of MAME: 0.37b16, 0.69 and 0.84.
XMAME v2.0 will still support just three versions: 0.69, 0.84  and my updated version of MAME4ALLv 2.0.

I've deleted 0.37b16 as MAME4ALL v2.0 easily covers it and then some :)

MAME4ALL v2.0 is as least equal or better then the majority of the games that it supports when compared to 0.69 and 0.84 versions.

This is because MAME4ALL v2.0 has had many improvements that go up to and in some cases beyond Mame 0.105.

I am new to GCW0 and I wonder if MAME4ALL v2.0 has been released?
Title: Re: XMAME v1.0 release
Post by: hi-ban on February 14, 2018, 04:10:56 am
The GCW-Zero will receive updates to both however will be released all together.

ie.

XMAME v1.0 supports three versions of MAME: 0.37b16, 0.69 and 0.84.
XMAME v2.0 will still support just three versions: 0.69, 0.84  and my updated version of MAME4ALLv 2.0.

I've deleted 0.37b16 as MAME4ALL v2.0 easily covers it and then some :)

MAME4ALL v2.0 is as least equal or better then the majority of the games that it supports when compared to 0.69 and 0.84 versions.

This is because MAME4ALL v2.0 has had many improvements that go up to and in some cases beyond Mame 0.105.

I am new to GCW0 and I wonder if MAME4ALL v2.0 has been released?

Not yet...
Title: Re: XMAME v1.0 release
Post by: Yan on February 27, 2018, 03:45:28 pm
The GCW-Zero will receive updates to both however will be released all together.

ie.

XMAME v1.0 supports three versions of MAME: 0.37b16, 0.69 and 0.84.
XMAME v2.0 will still support just three versions: 0.69, 0.84  and my updated version of MAME4ALLv 2.0.

I've deleted 0.37b16 as MAME4ALL v2.0 easily covers it and then some :)

MAME4ALL v2.0 is as least equal or better then the majority of the games that it supports when compared to 0.69 and 0.84 versions.

This is because MAME4ALL v2.0 has had many improvements that go up to and in some cases beyond Mame 0.105.

I am new to GCW0 and I wonder if MAME4ALL v2.0 has been released?

Not yet...

www.slaanesh.net is not working anymore, and i couldn't find v1.3 too...
Title: Re: XMAME v1.0 release
Post by: Aeter on February 27, 2018, 06:37:06 pm
Website works for me. V1.3 is listed in the 1.0 topic.
Title: Re: XMAME v1.0 release
Post by: Yan on February 28, 2018, 06:28:44 am
Website works for me. V1.3 is listed in the 1.0 topic.

no wonder, it's been blocked by gfw.

i figured it out now, thanks mate.
Title: Re: XMAME v1.0 release
Post by: dingooforever on March 26, 2018, 08:21:01 pm
Here is my plan:

Following machines will get a the new MAME4ALL v2.0 release:
(There are so many changes to MAME4ALL v2.0 that this is basically a new version of MAME4ALL.)
GP2X, Wiz, Dingoo A320, Gemei A330, GCW-Zero and Pandora.

Following machines will get Mame 0.69 and Mame 0.84:
GCW-Zero and Pandora.

All hosts have my new improve frontend which includes image snapshot support.

I'm currently working on the Mame 0.84 version on the Pandora - hooking up Cyclone and DRZ80.

Any update on these?
Title: Re: XMAME v1.0 release
Post by: BlockABoots on May 19, 2018, 02:42:37 pm
hmm i have downloaded Xmame 1.3 from the OP site but when i install it via GCW Zero Manager it doesnt show up in the Emulators section on the GCW Zero, any ideas?
Title: Re: XMAME v1.0 release
Post by: BlockABoots on May 19, 2018, 09:38:24 pm
So what romset should i be downloading for XMAME 1.3, romset 0.87??
Title: Re: XMAME v1.0 release
Post by: Dr_Bunsen on May 21, 2018, 05:43:50 pm
So what romset should i be downloading for XMAME 1.3, romset 0.87??

MAME 0.37b16, 0.69 and 0.84. Impossible to find any of those in my experience  :( so I've stuck with MAME4ALL.

See http://www.slaanesh.net/
Title: Re: XMAME v1.0 release
Post by: BlockABoots on May 21, 2018, 06:13:10 pm
So what romset should i be downloading for XMAME 1.3, romset 0.87??

MAME 0.37b16, 0.69 and 0.84. Impossible to find any of those in my experience  :( so I've stuck with MAME4ALL.

See http://www.slaanesh.net/

Yeah ive managed to get 0.37b16 but not so much luck with the rest. Surely some site must back these up. Regarding MAME4ALL when was the last time that was updated?
Title: Re: XMAME v1.0 release
Post by: Dr_Bunsen on May 21, 2018, 06:53:35 pm
So what romset should i be downloading for XMAME 1.3, romset 0.87??

MAME 0.37b16, 0.69 and 0.84. Impossible to find any of those in my experience  :( so I've stuck with MAME4ALL.

See http://www.slaanesh.net/

Yeah ive managed to get 0.37b16 but not so much luck with the rest. Surely some site must back these up. Regarding MAME4ALL when was the last time that was updated?

MAME4ALL was last updated to 1.2 on 04/01/2014. Links are dead in the forum post for it, but I found a copy here:

https://cloud.mail.ru/public/71uz/ufJiqxKMM (https://cloud.mail.ru/public/71uz/ufJiqxKMM)
Title: Re: XMAME v1.0 release
Post by: Senor Quack on May 22, 2018, 04:39:06 am
You use 'clrmamepro' utility to convert one mame rompack to another. It takes a while and is not very simple to use as there are so many options, and you must get the specific .DAT file associated with the mame version you need.  It can convert a later rompack to any of these versions you guys cannot find.
Title: Re: XMAME v1.0 release
Post by: Dr_Bunsen on May 22, 2018, 06:44:42 pm
You use 'clrmamepro' utility to convert one mame rompack to another. It takes a while and is not very simple to use as there are so many options, and you must get the specific .DAT file associated with the mame version you need.  It can convert a later rompack to any of these versions you guys cannot find.

Thanks. I found .DAT files for 0.37b16, 0.69 and 0.84. However, I'm confused how to build a romset based on three different .DAT files? Can I just build for 0.84 which is presumably the latest?
Title: Re: XMAME v1.0 release
Post by: BlockABoots on May 23, 2018, 06:30:17 pm
You use 'clrmamepro' utility to convert one mame rompack to another. It takes a while and is not very simple to use as there are so many options, and you must get the specific .DAT file associated with the mame version you need.  It can convert a later rompack to any of these versions you guys cannot find.

Really??, thats awesome.

Is there a guide anywhere on how to do that?
Title: Re: XMAME v1.0 release
Post by: Xaijiqq on July 07, 2018, 12:34:16 am
i have hope that 2018 will be the year of the new XMAME v2.0 release! :)
Title: Re: XMAME v1.0 release
Post by: VanZan on August 10, 2018, 09:40:48 pm
You use 'clrmamepro' utility to convert one mame rompack to another. It takes a while and is not very simple to use as there are so many options, and you must get the specific .DAT file associated with the mame version you need.  It can convert a later rompack to any of these versions you guys cannot find.

Pretty sure it's not as simple as that....why then do they release rollback sets? Roms are removed as well as added over time. If the rom is not in a later version but was in a previous version then clrmamepro isn't going to materialise it out of thin air. I think (and I'm going to investigate it tomorrow) that once you have the latest Mame, the latest rollback set, the DAT file of the set you need and clrmamepro then you might be able to get sorted.

Also I can't seem to install XMame to my micro SD....right protected or something. Is ext2 still a requirement?
Title: Re: XMAME v1.0 release
Post by: Kinggodcul on November 09, 2019, 03:56:50 am
Thank you always. Currently testing at 350.
The LR button does not work in xmame1.3. 6 button game is not working well.
And the most curious thing is how to make a snapshot.
 I want to know the format of an existing snapshot.
4bit image converting is difficult and snapshot image is insufficient and I want to make it myself.
Title: Re: XMAME v1.0 release
Post by: callmepepito09 on November 30, 2019, 06:46:42 pm
Running into issues with a game that uses Konamigx.  Run N Gun 2 doesn't seem to pick up that the bios/protection is there.  Loads through the mame lists and music starts but then the system crashes back to the main menu.  Is there anything that can be done to alter this or is run n gun 2 just not compatible? Is there another area to place the konamigx other than the roms directory?

Thank you 
Title: Re: XMAME v1.0 release
Post by: davidgilmour on May 15, 2020, 07:01:31 am
Yes, it would be awesome to see xmame 2.0 released!