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AlphaMAME 0.64
Posted: Sun Jan 26, 2003 11:14 pm
by mahlemiut
http://marp.retrogames.com/exe/alphamame-064-1.zip
Have fun!
DOS and MAME32 versions coming soon.
EDIT: I knew there was a reason I didn't upload these to ZTNet space.

RE
Posted: Mon Jan 27, 2003 6:45 am
by QRS
Good job Barry! A really speedy update this time!
Cheers
Re: RE
Posted: Mon Jan 27, 2003 6:59 am
by mahlemiut
QRS wrote:Good job Barry! A really speedy update this time!
It helps when you have the day off work.
Just for you, QRS -
http://marp.retrogames.com/exe/alphamame32-064-1.zip
Posted: Mon Jan 27, 2003 8:37 am
by kfx
Wow, that was fast, nice work.
Posted: Mon Jan 27, 2003 10:26 am
by Kale
To Barry:Can I send to you my drivers so they can be added into AlphaMAME build?For example the priority system in Grand Striker...
Posted: Mon Jan 27, 2003 8:49 pm
by mahlemiut
Sure, if you wish.
Posted: Wed Jan 29, 2003 5:02 am
by mahlemiut
http://marp.retrogames.com/exe/alphamame-064-2.zip (Win32 console)
http://marp.retrogames.com/exe/alphamame32-064-2.zip (Win32 GUI)
http://marp.retrogames.com/exe/alphadmame-064-2.zip (DOS)
- Added Mars Matrix: Hyper Solid Shooting (Japan and US)
- Fixed coin lockout problems with Mars Matrix.
- Enabled 1944: The Loop Master, do note that at this time the XORs are not available and the game is NOT playable (just in case, I have no advance warning of XOR releases or anything, it's just to save me some immediate work in case they are released)
RE
Posted: Wed Jan 29, 2003 7:15 pm
by QRS
Thanks Barry!

Posted: Wed Jan 29, 2003 7:23 pm
by Blost
Great work, but the game browser in AlphaMAME32 is still much slower than the regular version.
Posted: Wed Jan 29, 2003 8:25 pm
by SJK
yeah... umm nice about/standard screenshot thingy on it

Posted: Wed Jan 29, 2003 10:03 pm
by mahlemiut
Yes, yes I forgot to look at that.
Must remember that next time. (hopefully)

Posted: Fri Jan 31, 2003 8:18 pm
by Kale
Here goes:
in the zip file there's the priority fixes to Grand Striker.
Also:
-Changing line 316-324 into rohga.c
<from>
Code: Select all
PORT_BIT( 0x0080, IP_ACTIVE_LOW, IPT_START1)
PORT_BIT( 0x0100, IP_ACTIVE_LOW, IPT_JOYSTICK_UP | IPF_8WAY | IPF_PLAYER2 )
PORT_BIT( 0x0200, IP_ACTIVE_LOW, IPT_JOYSTICK_DOWN | IPF_8WAY | IPF_PLAYER2 )
PORT_BIT( 0x0400, IP_ACTIVE_LOW, IPT_JOYSTICK_LEFT | IPF_8WAY | IPF_PLAYER2 )
PORT_BIT( 0x0800, IP_ACTIVE_LOW, IPT_JOYSTICK_RIGHT | IPF_8WAY | IPF_PLAYER2 )
PORT_BIT( 0x1000, IP_ACTIVE_LOW, IPT_BUTTON1 | IPF_PLAYER2 )
PORT_BIT( 0x2000, IP_ACTIVE_LOW, IPT_BUTTON2 | IPF_PLAYER2 )
PORT_BIT( 0x4000, IP_ACTIVE_LOW, IPT_UNUSED )
PORT_BIT( 0x8000, IP_ACTIVE_LOW, IPT_START2 )
<to>
Code: Select all
PORT_BIT_IMPULSE( 0x0080, IP_ACTIVE_LOW, IPT_START1 , 1)
PORT_BIT( 0x0100, IP_ACTIVE_LOW, IPT_JOYSTICK_UP | IPF_8WAY | IPF_PLAYER2 )
PORT_BIT( 0x0200, IP_ACTIVE_LOW, IPT_JOYSTICK_DOWN | IPF_8WAY | IPF_PLAYER2 )
PORT_BIT( 0x0400, IP_ACTIVE_LOW, IPT_JOYSTICK_LEFT | IPF_8WAY | IPF_PLAYER2 )
PORT_BIT( 0x0800, IP_ACTIVE_LOW, IPT_JOYSTICK_RIGHT | IPF_8WAY | IPF_PLAYER2 )
PORT_BIT( 0x1000, IP_ACTIVE_LOW, IPT_BUTTON1 | IPF_PLAYER2 )
PORT_BIT( 0x2000, IP_ACTIVE_LOW, IPT_BUTTON2 | IPF_PLAYER2 )
PORT_BIT( 0x4000, IP_ACTIVE_LOW, IPT_UNUSED )
PORT_BIT_IMPULSE( 0x8000, IP_ACTIVE_LOW, IPT_START2 , 1)
Will fix the Wizard Fire/Dark Seal 2 start button bug,which doesn't allow more selections than the fighter.
-Changing rand() usage to activecpu_gettotalcycles() (in too many drivers!!!Examples:system32.c(*),tmnt.c,suprnova.c) will make the playback side happier(and it's surely better to use an internal pseudo-random number generator rather than an "external" one).Notice that with some games it's still not right due to other problems(example: newer Super World Stadium '95/'96/'97),in some cases it could be better to use also a % operand,and it's still under investigation...
*Under s32_read_rand
Code: Select all
static READ16_HANDLER(sys32_read_random)
{
// some totally bogus "random" algorithm
s32_rand = activecpu_gettotalcycles() % 0xf;
return s32_rand;
}
-In psikyo.c changing line 1499:
Code: Select all
MDRV_CPU_VBLANK_INT(irq1_line_hold,1)
to
Code: Select all
MDRV_CPU_VBLANK_INT(irq1_line_hold,2)
Will fix the Battle K-Road slowness...
More updates soon...
[/code]
Posted: Fri Jan 31, 2003 11:50 pm
by mahlemiut
An internal random number generator has been added to the MAME core now (check latest MAME WIP). Hopefully, it'll done in a way that won't break INP playback.
[EDIT: R. Belmont has said on the MAME forums that it won't. It is designed to help INP playback, in fact.]
I'll add the fixes soon, along with Shiruru's CPS-2 fixes (which I ought to try out some time).
Posted: Sat Feb 01, 2003 5:50 am
by Mr. Kelly R. Flewin
mahlemiut wrote:An internal random number generator has been added to the MAME core now (check latest MAME WIP). Hopefully, it'll done in a way that won't break INP playback.
I'll add the fixes soon, along with Shiruru's CPS-2 fixes (which I ought to try out some time).
I was reading about that... and then something about stop whining? Bleh...
It'd be sad if suddenly inp playback was messed up and no new .65 games could be played/submitted...
Thanks for these updates you're making though, Barry... now to find the games ^^;;
Kelly
Posted: Sat Feb 01, 2003 6:06 am
by mahlemiut
Kale, I don't know what you're on about with system32.c, rand() is never used in the driver.