Comments (15)
I try to compile it with, to see if the sound is better.
SOUNDS+=YM2151@
#SOUNDS+=YM2151_ALT@
but I get this error:
src/sound/2151intf.c: In function 'my_YM2151_sh_start':
src/sound/2151intf.c:99:21: error: 'OPMUpdateOne' undeclared (first use in this function)
name,vol,rate,i,OPMUpdateOne);
And I also notice on the website http://www.progettoemma.net/gioco.php?game=bmaster it use the sound cpu V35, and I dont see any V35 sound cpu in the code, could it be the problem ?
blade master seem to have the same sound "pssshhhh" problem as Hook and Undercover cops. Again, just look at youtube blade master arcade longplay, you will notice the difference between the sound.
from mame2003-plus-libretro.
In this core Blademaster uses a V33 for the main and V30 to drive the sound via the YM2151
and the IREM GA soundcores, stick with original YM2151 soundcore and make sure you
have not removed something from your build that these games require.
BTW i see nothing in the MAME Wip which mentions a sound fix for this game and it's fine
on my Xbox MAME emulator so maybe the problem is specific to the platform your using
eg the Wii.
from mame2003-plus-libretro.
You were right, it work now :) someone from gbatemp forum splitted the mame 2003 plus into 7 differrent core to support all game ;) but I still have trouble with Night Slashers, the game just start load, show garbage flash screen couple of secondes and then return to homebrew channel. Maybe I just have the wrong rom ? But I checked it with romcenter ..
from mame2003-plus-libretro.
Look i cant really help ya to trackdown every issue caused by people chopping up the core
into smaller pieces, all i can tell you is all the code for NightSlashers is there and it will work
fine as long as it's all intact!!!.
from mame2003-plus-libretro.
I understand, its not easy to find that game need which file to work properly, but thanks for your help :)
from mame2003-plus-libretro.
Thereby lies the problem if your gonna split up this core into loads of smaller ones you
do really have to have a handle of what code you need to keep so the games will still
function correctly!!!.
deco32.c driver links with.........
#include "driver.h"
#include "vidhrdw/generic.h"
#include "cpu/arm/arm.h"
#include "cpu/h6280/h6280.h"
#include "cpu/m6809/m6809.h"
#include "decocrpt.h"
#include "decoprot.h"
#include "machine/eeprom.h"
#include "deco32.h"
#include "cpu/z80/z80.h"
CPU's
Arm
H6280
M6809
Z80
Soundcores
YM2151
OKIM6295 check ADPCM.c for this in MAME78
BSMT2000 used by Tattoo Assassins
includes.........
deco32.h
decoprot.h
decocrypt.h
deco16ic.h
eeprom.h
machine........
decocrypt.c
decoprot.c
eeprom.c
eeprom.h
Vidhrdw............
dassault_vidhrdw.c (deco16 video changes will affect this one)
deco32_vidhrdw.c
deco16ic.c
generic.c
generic.h
rohga_vidhrdw.c (deco16 video changes will affect this one)
use common.h from this source as it'll contain bitswap32 which you'll need for some of
the Data East decryption state.h for eeprom saving and finally mind and declare the new
games in driver.c
Best of luck
from mame2003-plus-libretro.
You seem to have all the code needed to get Night Slashers to work, the bug cant be this end
as i know it works in this core as some folks were playing it and posted up the fps on the Rpi
forums, it also works in my test build with the exact same code which makes me think the
problem is on your side.
What about the other deco32 games are they working.?? is this the original commit..??
Edit send me your source and i'll look it over.
from mame2003-plus-libretro.
Well, captain america and the avengers work very well.. as for spiderman the video game it have speed glitch but I think this game is not fully emulated yet right ?
can you send me your email ? I can send you my source :)
thanks a lot for your help :)
from mame2003-plus-libretro.
It's alright i took the src from here.........
https://gbatemp.net/threads/mame-2003-plus.499497/
Listen i forgot Night Slashers has some funky alpha blending on the Gfx which uses up a ton
of mem plus can make the game slow on lesser hardware like the xbox or Wii thankfully
the speedups in the driver make the game function well enough on the Xbox.
Maybe the Wii doesn't have the ram or the power for this game..??
from mame2003-plus-libretro.
With regards to Spiderman and the other Sega system32 games if you find they
could do with a performance boost on the Wii the V60 cpu is quite versitile with
regards to changing the clockspeeds.
Try underclocking it slightly in the driver.......
static MACHINE_DRIVER_START( system32 )
/* basic machine hardware */
MDRV_CPU_ADD(V60, 14000000) // Reality is 16.somethingMHz
from mame2003-plus-libretro.
Yes, maybe the wii doesnt have enough power, I thought it would work because the zip size is not so big, xmen run well and is bigger..
What do you mean by underclocking it ? make it run slower ? how make it run slower will boost the game ? :)
I wonder if there is a way to fix the sound glitch of golden axe 2 ? it run well but the sound is choppy ...it is a know bug ? I use the rom ga2.zip not the one with megaplay. I try to run the one with megaplay and I just got a frozeen brown screen, I need to force power reset..
from mame2003-plus-libretro.
Trust me if you underclock the V60 the Sega System 32 games will be faster not slower ;)
from mame2003-plus-libretro.
Ok ;) I will try it and let you know.
from mame2003-plus-libretro.
Right i think we can close this now as we have established the issues reported are specific
to the Wii platform rather than this core per say.
from mame2003-plus-libretro.
Hmm, just try it with 14000000 and it run slower, it is worse than before lol
from mame2003-plus-libretro.
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