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danylopez123
He/Him
Joined: 3/18/2016
Posts: 11
Location: Spain
By the way, when MAME 0.252 gets released, do you think you can also update the MAME version for the next bizhawk interim version? It's just a suggestion. What i have been seeing in Youtube, mamehaze have been working on making the Hyper NeoGeo 64 more Stable and for when MAME 0.252 gets released, the Hyper NeoGeo 64 hardware will be way better. EDIT: Looks like they released the version 0.252 but seems that the Hyper NeoGeo 64 needs more fixes. EDIT 2: Maybe it would be better to update it to 0.253 or just wait for 0.254 where we FINALLY are going to get our first working Namco System 10 games, like Mr. Driller 2 and Star Trigon
Banned User
Joined: 1/6/2023
Posts: 263
Just wanted to say I tried this and it works great
Published TASes: #1, #2, #3, #4, #5, #6, #7, #8, #9, #10, #11, #12 Please consider voting for me as Rookie TASer Of 2023 - Voting is in December 2023 My rule is quality TASes over quantity TASes... unless I'm bored.
Dovers_Finest
She/Her
Joined: 6/2/2023
Posts: 1
Location: United Kingdom
CasualPokePlayer wrote:
Please post the zip name of one of the problematic games.
sfight.zip ... Runs perfectly well if you are using studio, tools work as intended, but there are some major issues with the shading, layering (in some stages, most notably the final two stages and bonus) and colours are flashing on screen like a strobe light in a disco when some characters are fought or used. And before you say "MAME issue". Can you not apply some of the logic which the emulator uses to render Polygonal models in its Saturn core, re-using it for AM2? Because that might work. IDK. But if you want to see how bad it is. Feel free to ask and I'll show you :D
Emulator Coder, Judge, Experienced player (729)
Joined: 2/26/2020
Posts: 783
Location: California
MAME emulation will not be modified, if there is an emulation issue that occurs for both the BizHawk MAME core and upstream MAME then there is nothing for us to do other than wait for MAME devs to fix it. Your suggestions on how to fix it may as well just come from you actually applying the fix, since none of the BizHawk devs would have any clue about the causes of these issues as we are not writing the emulation core, if you cannot do that then you cannot expect us to do so instead with even less knowledge.
Joined: 9/12/2014
Posts: 541
Location: Waterford, MI
I'm thinking about helping with getting other systems emulated by mame supported. I have programming experience with .net although I have not done anything with it since like 2012. What goes into doing something like that?
Darth_Marios
He/Him
Joined: 5/11/2015
Posts: 109
Samsara wrote:
The files listed in the post should already be in the ROM. You'll likely have to find one formatted specifically for MAME. Get that Google goin'. The CHD thing is a separate issue, though it is still an issue: Seems like bundling the ROM with the CHD file won't quite work by itself. It loads up the CPS3 menu which expects the game to be written to memory, a process it says will take 70 minutes: There are no-CD versions of Third Strike that work fine without the CHD. Assuming that using the CHD always leads to the above outcome (I am absolutely not ruling out user error, because I am an idiot and no one should ever rule out that I personally am doing something wrong), a no-CD ROM might be the only actual option.
Is this resolved? Because i've tried SFIII 3rd Strike, and got same screen, but i really dont wanna wait 70 minutes... EDIT: My fault, i havent read all the thread. I tried the no-CD version and it works normally
Joined: 10/5/2021
Posts: 13
Mortal Kombat rev. 5.0 Mortal Kombat II rev. 3.1 Ultimate Mortal Kombat 3 rev. 1.2 In these versions the buttons are not mapped, "!" appears in the inputs. I`m using the lattest interim version and also the 2.9.1 version in both happens the same Also the plus versions of these roms do not load at all, I don't know if this is where we should talk about this.
Darkman425
He/They
Editor, Judge, Skilled player (1290)
Joined: 9/19/2021
Posts: 263
Location: Texas
The Mortal Kombat Plus hacks are that: hacks of the original game. BizHawk uses standard MAME and not Homebrew MAME. I assume BizHawk would naturally not recognize the hacks as they probably require Homebrew MAME to run.
Switch friend code: SW-2632-3851-3712
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Joined: 4/17/2010
Posts: 11475
Location: Lake Char­gogg­a­gogg­man­chaugg­a­gogg­chau­bun­a­gung­a­maugg
RaXx wrote:
Also the plus versions of these roms do not load at all, I don't know if this is where we should talk about this.
Do they work in regular MAME?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Joined: 10/5/2021
Posts: 13
feos wrote:
RaXx wrote:
Also the plus versions of these roms do not load at all, I don't know if this is where we should talk about this.
Do they work in regular MAME?
No, it doesn't work, only in the MAME+ version of the page: https://mkombat.plus/mame/ only in this version have I managed to run it. I tried the Original/Regular version of MAME, but It gives me a checksum error in only 2 roms: UG12 and UJ12.
Emulator Coder, Judge, Experienced player (729)
Joined: 2/26/2020
Posts: 783
Location: California
If they do not work in regular MAME then it will not and never will work in BizHawk's MAME. If you really want to TAS those games, use libTAS + that custom MAME version.
Joined: 10/5/2021
Posts: 13
CasualPokePlayer wrote:
If they do not work in regular MAME then it will not and never will work in BizHawk's MAME. If you really want to TAS those games, use libTAS + that custom MAME version.
Yes, I think I will have to use LibTas, now I just need to install a virtual machine.
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Joined: 4/17/2010
Posts: 11475
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RaXx wrote:
Mortal Kombat rev. 5.0 Mortal Kombat II rev. 3.1 Ultimate Mortal Kombat 3 rev. 1.2 In these versions the buttons are not mapped, "!" appears in the inputs.
Fixed on github.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Joined: 10/5/2021
Posts: 13
feos wrote:
RaXx wrote:
Mortal Kombat rev. 5.0 Mortal Kombat II rev. 3.1 Ultimate Mortal Kombat 3 rev. 1.2 In these versions the buttons are not mapped, "!" appears in the inputs.
Fixed on github.
I just did tests and everything was perfect, thank you very much, one last question, it is possible to add the test/service menu button for these boards (mk1-mk3) on Tastudio ? In cps1, cps2 and mvs games it is already added, but in the mk ones there is a service button but just add coins, thanks in advance.
Player (61)
Joined: 9/15/2023
Posts: 71
Is it possible to load MAME builtins in MAMEHawk, main examples being TTL games like Pong and Breakout? Because I find the idea of TAS submissions that have an empty or N/A ROM field greatly amusing
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Technoturnovers wrote:
Is it possible to load MAME builtins in MAMEHawk, main examples being TTL games like Pong and Breakout? Because I find the idea of TAS submissions that have an empty or N/A ROM field greatly amusing
I don't understand.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Site Admin, Skilled player (1254)
Joined: 4/17/2010
Posts: 11475
Location: Lake Char­gogg­a­gogg­man­chaugg­a­gogg­chau­bun­a­gung­a­maugg
RaXx wrote:
it is possible to add the test/service menu button for these boards (mk1-mk3) on Tastudio ?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Joined: 10/5/2021
Posts: 13
feos wrote:
RaXx wrote:
it is possible to add the test/service menu button for these boards (mk1-mk3) on Tastudio ?
Ok yes, but with that button it only lets me add coins/credits, it doesn't let me enter the test mode to change the difficulty and the other settings
Emulator Coder, Judge, Experienced player (729)
Joined: 2/26/2020
Posts: 783
Location: California
Are you able to enter into this "test mode" in regular MAME.
Joined: 10/5/2021
Posts: 13
CasualPokePlayer wrote:
Are you able to enter into this "test mode" in regular MAME.
Yes, in the latest version of MAME I entered the test menu without any problem, just pressing the F2 key.
Emulator Coder, Judge, Experienced player (729)
Joined: 2/26/2020
Posts: 783
Location: California
It's a DIP switch, you go to Arcade -> Settings for those.
Joined: 10/5/2021
Posts: 13
CasualPokePlayer wrote:
It's a DIP switch, you go to Arcade -> Settings for those.
Every time I start a new project in tastudio, all the changes I make in "Arcade -> Settings" are not recognized, they are discarded completely. I think that the midway boards are different from the cps1/2 or mvs ones, in those, tastudio does have the button that I mentioned before, I mean that it has 2 "service" buttons, one for the credits and another for the configurations. I think I will leave the MK TAS in Bizhawk pending for now, I will focus on libtas with MAME.
Emulator Coder, Judge, Experienced player (729)
Joined: 2/26/2020
Posts: 783
Location: California
You have to edit the DIP switches when outside of a movie, then you can create a new movie with those DIP switch edits. Loading a movie will just load that movies sync settings, overwriting whatever sync settings you currently have.
Joined: 10/5/2021
Posts: 13
CasualPokePlayer wrote:
You have to edit the DIP switches when outside of a movie, then you can create a new movie with those DIP switch edits. Loading a movie will just load that movies sync settings, overwriting whatever sync settings you currently have.
Link to video I uploaded a video with all the steps I do to create a new project, maybe I'm doing something wrong...
Emulator Coder, Judge, Experienced player (729)
Joined: 2/26/2020
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You turned on the DIP switch, messed around with things, then turned off the DIP switch. Then you started a new movie. That movie will start the DIP switch off. It will also start off without SaveRAM (i.e. what stores MAME's NVRAM). This is something that is probably better solved if you could flip DIP switches with TAStudio, but without that, you'd just have to start from SaveRAM after doing your test menu changes. Do File > Movie > Record Movie... then pick the "from SaveRAM" start option, then open TAStudio.
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