Previous Thread
Next Thread
Print Thread
Page 1 of 10 1 2 3 9 10
New core test: M1 0.7.8a1 #35618 11/12/07 02:31 AM
Joined: Mar 2001
Posts: 16,420
R
R. Belmont Online Content OP
Very Senior Member
OP Online Content
Very Senior Member
R
Joined: Mar 2001
Posts: 16,420
Get a new test version at the new homepage .

New stuff:
- Support for Rally-X, New Rally-X, Pac Man, and Jr. Pac Man thanks to Moogly and Tafoid
- Updated to the latest SCSP and C352 cores
- Fixed VF3 so more songs work (plus sound f/x), includes revised English .lst
- Includes working C# source and executable demonstrating how to access the DLL from .NET languages (C#, VB.NET, IronPython, whatever)

Note that this new DLL will not work properly with Bridge until Fujix updates the app. I changed a few things to make the DLL work better with .NET and to slightly improve security.

Re: New core test: M1 0.7.8a1 [Re: R. Belmont] #35619 11/12/07 03:01 AM
Joined: Apr 2006
Posts: 715
Tafoid Offline
Senior Member
Offline
Senior Member
Joined: Apr 2006
Posts: 715
Weeee....!

If you want a simple front-end that will work in the meantime albeit lacking Bridge's fine interface functions, feel free to use mine in listed in sig. Just drag M1.exe onto the ML.EXE (or make a shortcut: "ml.exe m1.exe" if you'd prefer). It uses m1's CLI and ends up being just a simple launcher.

I'll be looking to see if I can implement m1's calls into my front-end so I can have some native support rather than simply shelling to CUI. Thanks!




Re: New core test: M1 0.7.8a1 [Re: Tafoid] #35621 11/12/07 03:34 AM
Joined: Mar 2001
Posts: 16,420
R
R. Belmont Online Content OP
Very Senior Member
OP Online Content
Very Senior Member
R
Joined: Mar 2001
Posts: 16,420
Nice. I've always been hoping someone would make a MAME frontend where it played music from the game (via m1.dll) if M1 supports it, in addition to the usual instructions/flyers/screenshots/whatever.

Re: New core test: M1 0.7.8a1 [Re: R. Belmont] #35624 11/12/07 05:34 AM
Joined: Apr 2006
Posts: 715
Tafoid Offline
Senior Member
Offline
Senior Member
Joined: Apr 2006
Posts: 715
Someday soon, if everything works out. Since all the data is roughly the same, it makes lots of sense. It would help me a lot if the CUI was set up to read the game list a bit quicker. Then again, I suppose I could just read the XML directly smile

Anyway, I came across an issue with a command: -W
When I use it, it doesn't log the music to the .wav until the track is advanced. This seems to result in the filenames being one off the intended song number.

For example, mame -w mappy will start at song 0 and "mappy0000.wav" is created, but nothing is written to it until I advance the song - so when I'm listening to song #01, the data get written to "mappy0000.wav" and "mappy0001.wav" is not created/written to until I advance to song #02, etc.




Re: New core test: M1 0.7.8a1 [Re: R. Belmont] #35626 11/12/07 01:40 PM
Joined: Jun 2001
Posts: 306
Sixtoe Offline
Senior Member
Offline
Senior Member
Joined: Jun 2001
Posts: 306
Originally Posted By R. Belmont
Nice. I've always been hoping someone would make a MAME frontend where it played music from the game (via m1.dll) if M1 supports it, in addition to the usual instructions/flyers/screenshots/whatever.


I love that idea smile


http://www.system16.com - The Arcade Museum
Re: New core test: M1 0.7.8a1 [Re: Sixtoe] #35628 11/12/07 04:35 PM
Joined: Nov 2003
Posts: 459
K
Knurek Offline
Senior Member
Offline
Senior Member
K
Joined: Nov 2003
Posts: 459
I think the pacman definition has wrong filenames for the sample roms. Shouldn't it be?

<rom name="82s126.1m" size="256" crc="a9cc86bf" sha1="bbcec0570aeceb582ff8238a4bc8546a23430081" offset="0"/>
<rom name="82s126.3m" size="256" crc="77245b66" sha1="0c4d0bee858b97632411c440bea6948a74759746" offset="100"/>
?

Also, not being able to use Bridge has reminded me of the horrible startup time M1 has... Almost one minute on a Sempron 2500+ is kinda bad.

The pitch problem for C352 game I mentioned earlier is still there for S12 games (tested with Aqua Rush and TTT).

And the frontend idea would be nice (with some creative savestate use one could support even games that aren't possible in M1, right?), but I still'd prefer having a winamp plugin first...

Last edited by Knurek; 11/12/07 04:42 PM.
Re: New core test: M1 0.7.8a1 [Re: Knurek] #35629 11/12/07 04:37 PM
Joined: Mar 2001
Posts: 16,420
R
R. Belmont Online Content OP
Very Senior Member
OP Online Content
Very Senior Member
R
Joined: Mar 2001
Posts: 16,420
The Pac clones have the same sample ROMs with about 10 bajillion names. I'm not sure even Widel knows the "right" name.

Also, I'm pretty sure that's why I moved all that stuff out to the XML file in the first place :P

ETA: the startup time on my C2D with a fast SATA drive is about 3 seconds with a fully loaded lists/en. Maybe you need to defragment your HDD?

Last edited by R. Belmont; 11/12/07 04:44 PM.
Re: New core test: M1 0.7.8a1 [Re: R. Belmont] #35630 11/12/07 04:46 PM
Joined: Mar 2001
Posts: 16,420
R
R. Belmont Online Content OP
Very Senior Member
OP Online Content
Very Senior Member
R
Joined: Mar 2001
Posts: 16,420
Soul Calibur matches my real PCB. I'll check again, but it should be correct.

I don't know what you're talking about with "creative savestate use" - either M1 supports something or it doesn't.

A Winamp plugin for arcade games isn't going to work. OG made one that ran (well, for a Linux clone of Winamp, but the APIs are compatible if you recompile) but the user experience violated the Geneva Conventions. Having to navigate to a fully populated MAME ROMs folder and pick the exact ZIP for the game you want to play? F**k that.

Last edited by R. Belmont; 11/12/07 04:52 PM.
Re: New core test: M1 0.7.8a1 [Re: R. Belmont] #35631 11/12/07 04:53 PM
Joined: Nov 2003
Posts: 459
K
Knurek Offline
Senior Member
Offline
Senior Member
K
Joined: Nov 2003
Posts: 459
Uhh, you sure, it sounds really horrible here.
Here's a sample, this really shouldn't be right (now with MP3 links and OST comparision).
www.snesmusic.org/hoot/HOOT.mp3
www.snesmusic.org/hoot/M1.mp3
www.snesmusic.org/hoot/OST.mp3

Savestates: well, take for example Psikyo SH2. If the MAME driver supports savestates, and the game has a soundtest in service mode (most do IIRC), just make savestates at the beginning each track playing and if user wants to listen to song #03 without having to play the game, just load a background copy of mame, load the correspondent savestate and voila.

Plugin: Path to rom folder can be configured in the plugin config dialog. And you can use lst files as the actual replay files, have the plugin load it, parse the romname from that and make shadows/playlist entries for all songs. Not really simple, but certainly doable.

Last edited by Knurek; 11/12/07 05:09 PM.
Re: New core test: M1 0.7.8a1 [Re: Knurek] #35632 11/12/07 04:54 PM
Joined: Mar 2001
Posts: 16,420
R
R. Belmont Online Content OP
Very Senior Member
OP Online Content
Very Senior Member
R
Joined: Mar 2001
Posts: 16,420
I don't have anything that plays OGG, but I'll recheck like I said.

Page 1 of 10 1 2 3 9 10

Moderated by  R. Belmont 

Who's Online Now
1 registered members (Carbon), 278 guests, and 3 spiders.
Key: Admin, Global Mod, Mod
ShoutChat Box
Comment Guidelines: Do post respectful and insightful comments. Don't flame, hate, spam.
Forum Statistics
Forums9
Topics8,734
Posts114,829
Members4,879
Most Online890
Jan 17th, 2020
Powered by UBB.threads™ PHP Forum Software 7.7.3