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Posted By: Fava Mame 0.116 release! - 06/12/07 06:48 AM
The What's New:

Quote:
0.116
-----


MAMETesters Bugs Fixed
----------------------
oscar0111u3yel [ShimaPong]
toypop0115u4red [Aaron Giles]
profpac0115u4gre [Aaron Giles]
seawolf2_0115u2gra [Aaron Giles]
konek0115u4yel [Aaron Giles]
9ballsht0115u3gre [Aaron Giles]
csuperas0104u7gre [ShimaPong]
exerion0112u4yel [ShimaPong]



Source Changes
--------------
Major Donkey Kong driver update: [couriersud]
- Implemented discrete sound from schematics: dkong, radarscp
- Implemented discrete background from schematics for radarscp and
various effects:
- blue to black to blue background
- exact priorities
- Grid will flip open and close, vertical flipping on hit.
- Changed inputs for radarscp
- Color generation from schematics (resistor mixer) for
radarscp, dkong, dkongjr and dkong3

Added new components to the discrete sound system: [couriersud]
- Added a "inverter oscillator" component. This can also be used as
a raw sine generator - needed by radarscp.
- Added a "integration circuit" based on transistor and RC
- Added a "modulated RC discharge" component.

Removed unused return value from VIDEO_START callbacks.
[Zsolt Vasvari]

Improved independence of CPU and sound core variants in order to make
them more properly separated by the existing compile-time flags.
[Atari Ace]

More TIA updates from MESS: [Wilbert Pol]
- Rewrote drawing of playing graphics
- Improved handling of player graphics reset signals
- Improved handling of HMOVE signals

Updates to Change Lanes: [Adam Bousley]
- fixed the broken graphics
- fixed the dipswitches
- hooked up the steering wheel controls
- made some changes to the sprite and text layers based on schematics

Fixed up a number of places where malloc results weren't being checked
correctly. [Atari Ace]

Renamed palette_set_color() to palette_set_color_rgb().
palette_set_color() now matches palette_get_color() and deals in
rgb_t data only. Also changed palette_set_colors() to deal with rgb_t
data instead of R,G,B triples. [Aaron Giles]

Flattened colormap and palette in the 1942 driver. [Aaron Giles]

Removed usage of unsigned char/short/int from the drivers code in
favor of UINT8/UINT16/UINT32.



New games added or promoted from NOT_WORKING status
---------------------------------------------------
Mahjong G-Taste [David Haywood]



New clones added
----------------
Buzzard [Zsolt Vasvari]



0.115u4
-------


Source Changes
--------------
Fixed a number of games to explicitly use the SN76489 now that it
behaves differently from the SN76496. [Lord Nightmare]

Fixed inputs in Ace Attacker. [Barry Gemma]

Fixed ledutil.c to work for USB keyboards again. [ahofle]

Improved colors in Safari Rally. [Zsolt Vasvari]

Fixed stobe light in Space Encounters. [Zsolt Vasvari]

Refactored the Dooyong video hardware to take advantage of tilemaps.
Also included priority fixes. [Vas Crabb]

Astro Fighter driver update: [Zsolt Vasvari]
- Added memory map/interrupt/video timings from schematics
- Hooked up SN76477 to Tomahawk 777
- Switched the two Tomahawk 777 sets. The newer version is now the
main set and the older has been renamed to tomahaw1
- General driver clean-up

Removed unused return value from MACHINE_START and SOUND_START.
[Zsolt Vasvari]

Changed save state code to not save any palette information if no
palette is used. [Zsolt Vasvari]

Simplified a number of videoram write handlers by removing extraneous
dirty checking. [Aaron Giles]

Added support for scaling graphics layouts automatically. The X and Y
scale factors are specified in the gfx_decodeinfo structures. Updated
the MCR driver to use this feature. [Aaron Giles]

Removed colortables from a number of drivers that didn't need them.
Also converted pacman and mappy drivers to collapse the colortable
and palette. [Aaron Giles]

Removed a number of common but useless and/or frequently incorrect
comment patterns throughout the code. [Aaron Giles]



New clones added
----------------
Asuka & Asuka (World) [Corrado Tomaselli]



0.115u3
-------


MAMETesters Bugs Fixed
----------------------
connect4_0115u1ora [Luigi30]



Source Changes
--------------
Fixed PIA numbers in revamped Spiders driver. [Zsolt Vasvari]

Updated TIA graphics code is the code from the MESS repository. Also
updated tourtabl driver to accommodate the changes. [Wilbert Pol]

Fixed Space Firebird so that the sprites are opaque with respect to
each other and bullets, but transparent with respect to the star
field. [Zsolt Vasvari]

Fixed subtle behavior in handling of PIA port A. This allows for the
removal of hacks in the Qix driver and the Williams driver.
[Zsolt Vasvari]

Cleaned up the tilemap get_info callbacks: [Atari Ace]
* regularized and clean up the existing callbacks
* changed some callbacks to use int tile_index as the parameter
so that all callbacks use consistent naming
* folded some direct uses of tile_info.flags into calls to
SET_TILE_INFO()
* changed the Konami drivers to manipulate the tile_info global only
within the tile_get_info callbacks
* replaced all the callback declarations with TILE_GET_INFO()
wrappers
* changed the interface to pass tile_info as a parameter and made
tile_info a static variable only accessible inside tilemap.c.

Significant changes to the berzerk driver: [Zsolt Vasvari]
- Video timings, memory map and interrupt system implemented from
schematics
- Hooked up colors according to the schematics as well. The colors
changed significantly. For example the yellow robots are now
more like a mustard color.

More ARM wrestling: [R. Belmont]
- Fixed error in carry propagation on ALU opcodes of the form
ALU r1, r2, r3 SHIFTEROP #imm
- Fixed Thumb ADD instructions where the PC is involved
- Fixed LDMIA to mask off bits 0 and 1 of the destination address
- MSR instruction now properly respects processor mode and field
code flags

Modernized the Beam Invaders, Clay Shoot, and Embargo drivers.
[Zsolt Vasvari]

Changed the sound balance in Thunder Dragon 2 to match the original
PCB. Also verified the 68000 clock. [Corrado Tomaselli]

Fixed several more opcodes in the encrypted Irem CPU. [Robiza]

Fixed disassembly of brset and brclr opcodes in the 68HC11 core.
[Phil Skuse]

Fixed tilemap colors in the Konami ZR107 driver. [Ville Linde]

Fixed bug in INR/DCR opcodes in 8085 CPU core. [allentown_john]

Updated PIA interfaces to support masks for port A/B inputs. This
allows proper behavior of unconnected pins, according to the specs.
Updated a number of games to use the new interfaces. [Zsolt Vasvari]

Fixed bug that failed to initialize all IRQ states in the 6809 core
on a reset. Also fixed cycle timing and removed obsolete code from
the core. [Ernesto Corvi, Zsolt Vasvari]

Cleaned up vec_mult implementation. [Nathan Woods]

Improved toratora driver: [Zsolt Vasvari]
- added SN76477 from the schematics, but it sounds terrible; no doubt
the schematics are incorrect in many places
- updated to the recent PIA changes

Fixed input.c to use osd_ticks() instead of clock(). [Nathan Woods]

Fixed bit calculation in 6526cia.c which broke joysticks in the C64
driver in MESS. [Pete Rittwage]

Improvements to the rd2tank driver: [Zsolt Vasvari]
- fixed colors, based on the Red Tank flyer
- added AY8910's, sounds fine, but how exactly they are hooked up
to the PIA is not fully understood.
- hooked up CRTC properly



New games added or promoted from NOT_WORKING status
---------------------------------------------------
Wild Arrow [Zsolt Vasvari]
G-Stream G2020 [David Haywood]



New clones added
----------------
Multi Game (set 2) [Roberto Fresca]
19XX: The War Against Destiny (Brazil 951218) [Nicola Salmoria]
Thunder Dragon 2 (9th Nov. 1993) [Corrado Tomaselli]
Flicky (128k Version, System 2, not encrypted) [Corrado Tomaselli]
Flicky (64k Version, System 1, 315-5051, set 2) [Corrado Tomaselli]



0.115u2
-------


MAMETesters Bugs Fixed
----------------------
cidelsa0114u4gre [Aaron Giles, for real this time]
pignewta0115u1gra [ShimaPong]
gorf0115u1ora [Aaron Giles]



Source Changes
--------------
Merged in a couple of minor tweaks from MAME Plus! [MAME Plus!]

Fixed China Gate high scores. [Robbert]

Fixed Final Lap R/Speed Racer graphics. [Zsolt Vasvari]

Added a new opcode for Match It 2. There still are 4 unknown opcodes
and the "no tiles" bug before it will be promoted to working status.
[Pierpaolo Prazzoli]

Changed the CRTC6845 emulator to optionally control the screen
configuration and video rendering. Updated the Qix and Spiders driver
to use the new functionality. Added notifications for when the
display enable pin changes in order to drive blanking signals.
[Zsolt Vasvari]

New 74123 timer emulator. It supports different ways a 74123 can be
hooked up that affect the timing period. The old implementation was
incorrect in lots of respects. [Zsolt Vasvari]

Removed the addressing order parameter from pia_config() and replaced
it with dedicated write and read handlers. [Zsolt Vasvari]

Rewrote nyny driver: [Zsolt Vasvari]
- Game speed should now be correct. It was way too slow before
- Added star field. The game can stop and reverse the direction of
the star field by changing a delay counter
- General driver clean-up
- Fixed DIP switches and the voices

Fixed bug in win_get_window_text_utf8() for when a window's text is
an empty string. [Nathan Woods]

Fixed some page 1 opencode lengths in the 6309 dissasembler.
[Tim Lindner]

Added DIP switches to Master Boy according to the game manual.
[ClawGrip]

Added DIP switch information to the Poizone driver. [Luigi30]

Changed png2bdc to support multiple input PNGs. [Aaron Giles]

Fixed recently introduced bug in Astrocade driver relating to
collision detection. [Aaron Giles]

Added support for controlling the default scale/offset for screens
at the driver level. This allows us to properly describe the screen
width/height and blanking in the driver independent of specifying a
good default size to crop the image to. [Aaron Giles]

Added border support to the Astrocade driver. Extended the starfield
generation out into it. Extended the blanking region out farther to
match information from the flyers and set the default scale/offset
of the games to crop appropriately. [Aaron Giles]

Fixed the CDP1869 to fill the border area with the background color.
Added cropping to the Cidelsa games. [Aaron Giles]

Corrected speaker locations and placement for Gorf and Wizard of Wor.
Added missing mux to Gorf's audio, which controls speech versus
sound effects during the game. [Aaron Giles]



New games added or promoted from NOT_WORKING status
---------------------------------------------------
Multi Game [Mariusz Wojcieszek]



New games marked as GAME_NOT_WORKING
------------------------------------
Chameleon 24 [Mariusz Wojcieszek]



0.115u1
-------


MAMETesters Bugs Fixed
----------------------
asserts0115ora [Aaron Giles]
scregg0115red [Zsolt Vasvari]
mysticri36rc2gre [Pierpaolo Prazzoli]
m92c053gre2 [Pierpaolo Prazzoli]
aerofgt.c0115ora [Roberto Fresca]
midyunit0115red [couriersud]
nekkyoku0115red [couriersud]
exerion0112u4yel [Pierpaolo Prazzoli]
dragngun067yel [R. Belmont, Ryan Holtz -- please verify]
cidelsa0114u4gre [Aaron Giles]
missile0115yel [Aaron Giles]



Source Changes
--------------
Added support for playback of "extended" INP files that are commonly
found on compete sites. [David Haywood]

Added lswx and stswx opcodes to the PowerPC core. [Ville Linde]

Changed DRIVER_INIT macro to prepend driver_init_* instead of simply
init_* to be consistent with the other initialization functions.
[Atari Ace]

Corrected the pulse shape of the timer output in the MPU4 driver,
and also correctly identified the AY sound chip as an AY8913.
[James Wallace]

Merged leprechn driver into the gameplan driver and added correct
video timings. [Zsolt Vasvari]

Cleaned up the dorachan driver. Replaced fake color map with actual
color PROM decoding. [Zsolt Vasvari]

Cleaned up the supertnk driver. [Zsolt Vasvari]

Move Atari vector PROMs into separate regions. [Mathis Rosenhauer]

Added DIP switches for Excite League. [Barry Harris, Yasuhiro Ogawa]

Improved m92 sprite drawing. [Pierpaolo Prazzoli]

Rewrote the magicfly driver: [Roberto Fresca]
- Figured out how the protection works.
- Removed the hacks/patchs that formerly allow boot the games.
- Figured out how the buffered inputs works.
- Demuxed all inputs for both games.
- Unified the memory maps from both games.
- Added NVRAM support to both games.
- Mapped DIP switches.
- Managed the planes to get the 3bpp GFX colors accurate.
- Renamed the ROMs acording to pcb pictures and ROM contents.
- Cleaned up and optimized the driver.

Fixed throttle range in gforce2. [David Haywood]

Moved Win32 UTF-8 wrappers into a new module (winutf8.c), and added
some new wrappers that Oliver Stoeneberg created for MAME32.
[Nathan Woods]

Aleck64/N64 update: [Ryan Holtz]
- RSP: some opcodes bugfixed plus should work on big-endian targets
- Real PIF ROM dump now used and required
- Various other fixes

Fixed eeprom handling in surfplnt. [couriersud]

Fixed carry flag calculation for SUB/SBC/CMP family instructions in
the ARM core. [R. Belmont, Ryan Holtz]

Improvements to the ARM7 core: [R. Belmont, Ryan Holtz]
- fixed 32-bit unaligned reads to "scramble" properly
- fixed carry flag calc for SUB/SBC/CMP family instructions
- fixed multiply-and-accumulate instructions
- added more instructions to the disassembler
- fixed logical and arithmetic shifts
- added more Thumb instructions
- fixed relative loads and stores
- fixed LSL/LSR with zero shift values
- fixed the disassembly of CMN
- verified behavior when ADD destination is the PC on real h/w

Rewrote the Space Firebird driver: [Zsolt Vasvari]
- Added star field, matches with the screen shot perfectly
- Video timings/memory map/interrupts from schematics
- Added support for the color fade effect

Identified a couple of new opcodes in the Irem V30 CPU which improves
matchit2. [Pierpaolo Prazzoli]

Significantly cleaned up the Spiders driver. [Zsolt Vasvari]

Changed memory system behavior so that masks can be specified
independently of mirrors. By default if the mask is 0 and a mirror
is present, the mask is implicitly ~mirror, just as before. But if a
mask is specified, it is not limited to the non-mirrored bits. This
allows you to independently control the mapping versus what is
returned to the read/write handler. [Aaron Giles]

Rewrote Astrocade driver: [Aaron Giles]
- fully implemented all function generator modes
- implemented pattern board according to schematics, including timing
- fixed interrupt handling
- added crosshairs to SeaWolf II
- added stereo sound and panning to SeaWolf II samples
- rewrote Astrocade sound emulation according to patent
- sound generation now uses proper LFSR for noise effects
- added partial support for Ten Pin Deluxe, including sound board
emulation and internal layout

Fixed sound in Inferno after all these years. Sadly, it required a
hack. [Aaron Giles]

Added correct video timings for the Williams games. [Aaron Giles]

Added support for misaligned PIXBLT operations in the TMS34010 core.
The code still needs cleanup but improves the new JPM driver.
[Aaron Giles]



New games added or promoted from NOT_WORKING status
---------------------------------------------------
Magic Fly [Roberto Fresca]
7 e Mezzo [Roberto Fresca]



New clones added
----------------
Captain Silver (World) [David Haywood]



New games marked as GAME_NOT_WORKING
------------------------------------
Ten Pin Deluxe [Aaron Giles]
Posted By: vitaflo Re: Mame 0.116 release! - 06/12/07 10:54 AM
Wow discrete sound in Donkey Kong. Man, along with the CPS3 work being done right now, MAMEDev is on a roll. Every time I think "ain't gonna see *that* for 20 years" they keep proving me wrong. Thank god for that.
Posted By: Fava Re: Mame 0.116 release! - 06/12/07 02:26 PM
The most interessing is the cps3 driver from Haze...
Posted By: will Re: Mame 0.116 release! - 06/12/07 05:56 PM
Glad to hear about improvements for classics like Gorf, Wizard of War (Astrocade driver), Donkey Kong and Berzerk!

Posted By: Nathan Strum Re: Mame 0.116 release! - 06/13/07 03:58 AM
Me too. I hope the colors are finally fixed in Gorf.

Maybe I'll actually have to check out one of the MacMAME alternatives now.
Posted By: patmcfar8 Re: Mame 0.116 release! - 06/13/07 01:13 PM
Nice little update!

So I've got a little question... I just picked up a shiny new MacBook Pro, Intel Inside, and I'm wondering what my MacMAME options are.
Posted By: patmcfar8 Re: Mame 0.116 release! - 06/13/07 01:25 PM
Hmmm... answering my own question (Is that akin to talking to yourself) It looks like MAMEOSX-0.114 is the best bet.
Posted By: Vas Crabb Re: Mame 0.116 release! - 06/13/07 02:17 PM
<shameless self-promotion>
Nah, you want SDLMAME/MacMAMEinfoX!
</shameless self-promotion>
Posted By: will Re: Mame 0.116 release! - 06/15/07 06:52 AM

Gorf - Astro Battles

MacMAME 103u2 vs sdlmame 115u2

Gorf - Laser Attack

MacMAME 103u2 vs sdlmame 115u2

Posted By: Nathan Strum Re: Mame 0.116 release! - 06/15/07 05:48 PM
Still screwed up. Has nobody bothered comparing it with a real machine?
Posted By: Tafoid Re: Mame 0.116 release! - 06/15/07 06:20 PM
Screwed up.. in what why? Seems quite fine in my view.

Aaron took a lot for time on this driver, adding proper emulations and using flyer/screenshots/actual video to determine how everything was laid out.

ref:
http://www.mameworld.info/ubbthreads/showthreaded.php?Cat=&Number=111327

If you see a glaring bug and have some documentation/samples/video to back it up, please issue a bug report at MAME Testers. Unfortunately, even as I've been subject to: personal recollection and memories of a game are often not considered undeniable proof.

Perhaps this is a discussion for outside of a MacMAME forum..

Tafoid


Posted By: R. Belmont Re: Mame 0.116 release! - 06/15/07 10:38 PM
Yeah, Gorf is extremely unlikely to be incorrect now - there was a ton of reference material used in the rewrite, as Tafoid says. If you remember different, you may be getting old. Happens to the best of us. Otherwise, feel free to try and make your case on MAMETesters.
Posted By: axledentaldj Re: Mame 0.116 release! - 06/17/07 03:40 PM
Mr. patmcfar8, have you tried Mame32 on your new Macbook Pro under
Boot camp though Windows XP? Would it be possible for you to test and let me know if that new Macbook Pro runs Mame32 Killer Instinct 1 and 2 playable? I'm thinking of getting a the new SR Macbook Pro. Thanks
Posted By: R. Belmont Re: Mame 0.116 release! - 06/17/07 07:52 PM
Why would you run MAME32 on a MacBook? smile Either MAME OS X or SDLMAME would run KI just as fast.
Posted By: axledentaldj Re: Mame 0.116 release! - 06/18/07 02:44 AM
I did try Mame OS X vers.114, on a Mac Pro Quad core (at the Apple store a couple of months ago) and KI1/2 was dog slow, and un playable. Then I tried one of their iMacs and a Macbook Pro, same performance. Still unplayable. Now, I never got a chance to test the Apple stores macs with SDLMAME (requires admin rights to copy over SDL.framework), or Macmame .103u2. I can't believe its this hard to get a real answer and proof if KI1/2 can run on a Mac OS X, or using Boot Camp in Windows XP on a Macbook Pro (Santa rosa models). Don't know if I'm going to have to research a way for a thumbdrive to boot camp off the thumb drive just to test this out. And no, I don't just want a dedicated Windows PC machine to play my Killer Instinct 1 and 2. I know I want to up grade my mac mini (2nd gen 1.4ghz PPC, 1GB SDRAM) to something new.
Posted By: R. Belmont Re: Mame 0.116 release! - 06/18/07 03:05 AM
MAME OS X has since been fixed to enable the DRC on Intel Macs (the same magic ingredient that makes MAME run KI/KI2 fast on Windoze). The latest version should run KI/KI2 flat out with sound on any Intel-based Mac (even my first-gen Intel Mini runs well most of the time).
Posted By: Dave Dribin Re: Mame 0.116 release! - 06/18/07 11:52 AM
*blush* actually, no, I have not done a release with DRC enabled, yet. I think the core fixes were in 0.115 or 0.116. In any case, this is another reason I want to get 0.116 out very soon.

-Dave
Posted By: axledentaldj Re: Mame 0.116 release! - 06/19/07 08:59 AM
Good, and then maybe someone could report back some details on either an Imac or on an Macbook Pro on how well Killer Instinct 1 and 2 sound and play. Is it playable without any choppiness or sound choppiness? Compared to my girlfriends gateway laptop running an AMD Turion 64 X2, 2Gb SDRAM, and 256GDDR, KI1/2 plays fine for me. Thanks
Posted By: R. Belmont Re: Mame 0.116 release! - 06/19/07 09:57 AM
The Turion is slower than any Core 2 Duo made, so it'll be fine.
Posted By: Bob Boyle Re: Mame 0.116 release! - 06/19/07 10:25 AM
I think it's great that the most fruitful conversation concerning Mame OS X 0.116 is in the forum for a version of Mame that has been out of date for nearly two years.
Posted By: R. Belmont Re: Mame 0.116 release! - 06/19/07 11:08 AM
Well, the problem is that people looking for MAME for the Mac are going to tend to find "MacMAME" first. Whoever runs MacMAME.org should at the very least update with info about MAME OS X and SDLMAME + frontends (much as the Xmame page has), because I really don't think MacMAME's coming back.
Posted By: mangamuscle Re: Mame 0.116 release! - 06/22/07 01:34 AM
Originally Posted By R. Belmont
... Whoever runs MacMAME.org should at the very least update with info ... because I really don't think MacMAME's coming back.

I found a page that says otherwise >: )
Posted By: R. Belmont Re: Mame 0.116 release! - 06/22/07 01:49 AM
No, that's not actually what it says, and it was written almost a year ago.
Posted By: Dave Dribin Re: Mame 0.116 release! - 06/22/07 02:15 AM
Originally Posted By R. Belmont
Well, the problem is that people looking for MAME for the Mac are going to tend to find "MacMAME" first. Whoever runs MacMAME.org should at the very least update with info about MAME OS X and SDLMAME + frontends (much as the Xmame page has), because I really don't think MacMAME's coming back.


Just tried searching for "mac mame" on Google, and MAME OS X doesn't show up at all. Upon closer inspection of the MAME OS X web page, I realize that I never use the word "Mac" on there at all. I'll rectify that when I push out the next version, and hopefully that'll help the Googlebots.

-Dave
Posted By: Bob Boyle Re: Mame 0.116 release! - 06/22/07 02:35 AM
Given the progress that Haze and co. have made on CPS-3, the next version of Mame OS X cannot come soon enough! Thanks, Dave!
Posted By: Nathan Strum Re: Mame 0.116 release! - 06/22/07 06:24 AM
Originally Posted By R. Belmont
Whoever runs MacMAME.org should at the very least update with info about MAME OS X and SDLMAME + frontends (much as the Xmame page has), because I really don't think MacMAME's coming back.


Brad runs MacMAME.org.
Posted By: Martin Re: Mame 0.116 release! - 06/23/07 12:31 AM
RE: Gorf, those colours on Astro Battle are WAY off - always have been but I've never really thought any more of it!

I have a genuine Mini-Myte machine and can submit video or whatever else if people wish. It's not that the blue shouldn't be blue or anything, it's just that the blue looks nothing like the blue on a real machine. For instance. Also, i'd probably say the same at some of the other colours too. The red maybe?

It's probably a futile exercise though since monitors can all be setup differently but I think my machine is the first I've ever seen where you can actually see the yellow eyes on the green invaders. More often than not the monitors on Gorf's have seen so much use that the colours can be very poor. Oh, yeah, which reminds me, yellow eyes. Not orange :o) Also the scores are yellow, not orange.

I've just been out to check my machine and never bothered to look before but the machine has done less than 10,000 plays since new (coin counters are still connected) which probably explains it's lovely condition!!!
Posted By: R. Belmont Re: Mame 0.116 release! - 06/23/07 01:10 AM
The problem is all the differences you describe could be caused by someone having given the knobs on your monitor a tweek or the monitor needing a cap kit or any number of other things.
Posted By: Martin Re: Mame 0.116 release! - 06/23/07 02:05 AM
They could indeed.

That person would be me then. When I bought it, it looked crap with lot's of bleeding and all the usual you get from Gorf machines. I even knocked the guy down in price by 100 because i thought the monitor had gone past it LOL!

When I got it back I spent about 2 hours adjusting it up properly and as I say, it now has the loviest picture on a Gorf machine I have ever seen smile Okay, these days (6 years later) it could use a little more adjustment, the screen is getting a bit dark and in particular the yellow is getting a bit dark.

For what it's worth, I usually set the RGB voltage levels, drives and cutoffs properly with a scope as long as the P-P levels are given in the manual. Haven't done that on this one though.

Whatever way you want to cut it though, looking at the Astro Battles level on my cab, and the usual flyer, I see green invaders with yellow eyes and yellow scores, not orange smile

http://www.arcadeflyers.com/?page=flyer&db=videodb&id=3882&image=3

This one as well look:
http://www.arcadeflyers.com/?page=flyer&db=videodb&id=3810&image=1

Yellow, not orange and the blue is much less of a bright blue.

Anyway, just thought I'd mention it.
Posted By: Nathan Strum Re: Mame 0.116 release! - 06/23/07 06:33 PM
Originally Posted By R. Belmont
The problem is all the differences you describe could be caused by someone having given the knobs on your monitor a tweek or the monitor needing a cap kit or any number of other things.


How then, would you recommend someone go about providing the necessary evidence to show that MAME is incorrect?
Posted By: Martin Re: Mame 0.116 release! - 06/23/07 07:33 PM
I would think that those flyer images would be a good start?

If theres anything that i can do to help on this one then please do let me know (someone!) but on the whole it's not something that's going to prevent me sleeping at night smile
Posted By: R. Belmont Re: Mame 0.116 release! - 06/23/07 10:19 PM
Flyer images are normally only acceptable if they show completely the wrong color rather than a difference in saturation (which is what's going on here). I would hope it's obvious that photographs of a CRT almost never reproduce exact color, especially ones from the early 80s. Personally, I think the flyers are well within tolerance for what MAME's showing, but you're welcome to bring it up on MAMETesters and see if Aaron bites.
Posted By: Martin Re: Mame 0.116 release! - 06/23/07 10:24 PM
Nah, it's not worth the effort. I've learnt a long time ago now to just accept that mame is always right smile
Posted By: vitaflo Re: Mame 0.116 release! - 06/24/07 01:51 AM
If you really wanted to test, you should play the original board *and* the MAME version on the same monitor (with the proper res output, etc) to see if there's any difference. Assuming that was even possible, it would at least give you a 1:1 comparison, and take fluctuations in output device quality out of the equation.
Posted By: Nathan Strum Re: Mame 0.116 release! - 06/25/07 09:09 AM
If I can locate a good, working Gorf machine, I'll see what I can find out. The trouble is, it seems to be completely subjective as to what a "good, working Gorf machine" actually is, so any efforts I make could be completely dismissed out-of-hand. I'm not interested in going to the trouble, if it's just going to be ignored.
Posted By: AaronGiles Re: Mame 0.116 release! - 06/25/07 01:15 PM
Actually, I would love to get better colors on the Astrocade games. The current ones are an evil hack and I'm sure they are incorrect. I didn't touch them compared to the last time.

Ideally I would write code to run on the Astrocade hardware and cycle through the colors one at a time. Then someone with an oscilloscope would report the final RGB output voltages. It would be a tedious job but we could finally get proper results.

If someone is willing to do that, I would be happy to write the code. I'm afraid there is too much subjectivity in photographs to rely on those for data, and using an Astrocade console isn't sufficient because it doesn't include the effect of the RGB converter board.
Posted By: Nathan Strum Re: Mame 0.116 release! - 06/25/07 04:49 PM
How would you run the code on old hardware? A ROM swap of some sort?

And thank you for setting the record straight about the color accuracy. It's appreciated.
Posted By: AaronGiles Re: Mame 0.116 release! - 06/25/07 09:51 PM
Originally Posted By Nathan Strum
How would you run the code on old hardware? A ROM swap of some sort?

Yep, it would be a ROM swap. There are 256 possible colors supported by the hardware. I would fill the screen with one color at a time so that it is the dominant signal. You would cycle through them by pressing a button. Then you'd need to measure the R,G,B voltage values at the RGB encoder board's outputs for each color.
Posted By: Martin Re: Mame 0.116 release! - 06/26/07 02:22 AM
I can happily do that for you Aaron if you're able to produce the code to cycle the screen colours smile

Like you say, that's the only way to get the values without including the monitor although you may still need it to be done using two or three different RGB encoder boards because of the somewhat obsolete and strange component on there (we're taling about the board with the paper tube, yes?). I can borrow two or three of these little PCBs if you did want to check the results from more than one since another collector in the same town has a loft full of this kind of thing.

It would also provide an incentive to dump my romset too since i don't recall it matching either of the sets in mame from a point of view of not being either the hard set or the easy set.

It may not be very far different though, I've just never bothered doing anything with the cab since it's never needed any attention.
Posted By: Martin Re: Mame 0.116 release! - 06/26/07 02:23 AM
Interestingly enough, if the hardware supports 256 colours, why on earth does Robby Roto only bother to use 3 or 4 of the things grin

Which reminds me, I have a fully working original Roto cab too but I don't recall there being any issues that sprang to mind with the emulation of that one smile

Oh, and a Wizard Of War boardset (but not cab)
Posted By: Nathan Strum Re: Mame 0.116 release! - 06/26/07 03:31 AM
The nearest Gorf machine to me, that I know of, is at Vintage Arcade Superstore. They were nice enough to let me photograph some games a few years ago for MAME artwork - but this would be a whole 'nother thing. I'd be glad to take the time to do it, if they were up for it.
Posted By: Nathan Strum Re: Mame 0.116 release! - 06/26/07 03:34 AM
Another question... would it be possible to do a similar ROM swap to get Gorf to play out all of the lines of dialog, in order to get good, clean recordings of everything?
Posted By: AaronGiles Re: Mame 0.116 release! - 06/28/07 01:07 AM
Originally Posted By Martin
I can happily do that for you Aaron if you're able to produce the code to cycle the screen colours smile

That would be awesome. Any of the Astrocade-based boards would work.

Originally Posted By Martin
Like you say, that's the only way to get the values without including the monitor although you may still need it to be done using two or three different RGB encoder boards because of the somewhat obsolete and strange component on there (we're taling about the board with the paper tube, yes?).

Not sure which board it is, but it's the one that outputs RGB. smile

Originally Posted By Martin
I can borrow two or three of these little PCBs if you did want to check the results from more than one since another collector in the same town has a loft full of this kind of thing.

I'll leave that up to do, since you will be doing the hard work! I think the tediousness of getting 768 values from an oscilloscope will drive you insane relatively quickly.

It will probably be a couple of weeks before I have time for it. I'll need your email address to coordinate. Either PM me or send it via the contact forms on mamedev.org or aarongiles.com.
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