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mamesick

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Everything posted by mamesick

  1. mamesick

    ARCADE 0.213

    Yes, it seems that it's fixed now. At least for the few games I tested.
  2. My two cents are that maybe it would be better make an HBARCADE build, with all the arcade-only hacks supported by HBMAME developed using the ARCADE GUI code. I cannot help because I'm lack of time due to my real life job and sincerely also because I'm not interested. Though I have no objections. Good luck with the neogeo-decrypted driver.
  3. You might want to add a couple of changes in this piece of code at line 4865 in WINUI.CPP, to ensure that the TreeView repainting after the View-->Show Folders menu action doesn't show garbage: void ToggleShowFolder(int folder) { int current_id = GetCurrentFolderID(); SetWindowRedraw(hWndList, false); SetShowFolder(folder, !GetShowFolder(folder)); ResetTreeViewFolders(); SelectTreeViewFolder(current_id); SetWindowRedraw(hWndList, true); } change to: void ToggleShowFolder(int folder) { int current_id = GetCurrentFolderID(); SetWindowRedraw(hWndList, false); SetWindowRedraw(hTreeView, false); SetShowFolder(folder, !GetShowFolder(folder)); ResetTreeViewFolders(); SelectTreeViewFolder(current_id); SetWindowRedraw(hTreeView, true); SetWindowRedraw(hWndList, true); }
  4. mamesick

    ARCADE 0.213

    Excellent! Exactly what I was hoping for!
  5. mamesick

    ARCADE 0.213

    Call me crazy, but this diff is the cause of the crash. Left panel, your STORE1 source, right panel, official MAME source. Filename: GENIE.LUA I spent an hour in analyzing all the differences between the two sources and this is what appears to be relevant. Though I compiled your STORE1 source applying the changes and no more crashes in TOKI. I want to do some futher test before, but I guess I found the solution to the problem. Further news from me tomorrow or maybe next monday. Have a nice weekend!
  6. mamesick

    ARCADE 0.213

    This is a backtrace obtained without stripping symbols in an ARCADE64 0.213 build that only supports TOKI.CPP and few other drivers. Commands used: >GDB ARCADE64 >RUN TOKI >BT Thread 1 received signal SIGSEGV, Segmentation fault. 0x0000000000792f00 in (anonymous namespace)::FM_OPL::WriteReg(int, int) [clone . constprop.80] () (gdb) bt #0 0x0000000000792f00 in (anonymous namespace)::FM_OPL::WriteReg(int, int) [clo ne .constprop.80] () #1 0x0000000000793008 in (anonymous namespace)::FM_OPL::ResetChip() () #2 0x00000000007934ac in ym3812_init(device_t*, unsigned int, unsigned int) () #3 0x0000000000771d09 in ym3812_device::device_start() () #4 0x00000000007f1da3 in device_t::start() () #5 0x00000000008a0cf9 in running_machine::start_all_devices() () #6 0x00000000008a67a0 in running_machine::start() () #7 0x00000000008a80f5 in running_machine::run(bool) () #8 0x000000000053cf0d in mame_machine_manager::execute() () As you can see, there's something serious (and terrible because it happens only in ARCADE64). All games with YM3812 sound chip are prones to crash. I'll do futher investigations in the future but I sincerely have no idea on what searching for. I wonder if you have modified some LUA compiling scripts to keep compatibility with 32-bit. I'm saying this because all is fine in MAME64, MAMEUI64 and my personal build which is obviously based on ARCADE with some changes here and there. Also, side note, the ARCADE213S.RAR file seems a bit different if compared with the local STORE1 distribution. I don't see the LOHTB changes in M72.CPP
  7. IIRC the View-->Show Folders is hardcoded in source and is based on the order that you can find in TREEVIEW.CPP. If you have altered in some way that order during the treeview panel creation (e.g. you used TVI_SORT or something similar) the order is now broken. Search also in WINUI.CPP for the piece of code that builds this menu option, it should be were all the bitmaps menu icons are created. The variable should be ID_SHOW_FOLDER_START## and is also hardcoded in MAMEUI.RC
  8. mamesick

    ARCADE 0.213

    Very bad news, it crashes here even if compiled with GCC 7.2.0. My local source is fine, so I guess there's something in ARCADE that causes the crash. Curiously only on 64 bit build. A build with SYMBOLS is required but at the moment I cannot do it. We'll see in the next days.
  9. mamesick

    ARCADE 0.213

    Ok, I tested the ARCADE 0.212 from AntoPisa site, the problem is there too. At which version do you switched the GCC compiler? I have serious feeling that it could be the problem. EDIT: 0.209 is where the problem starts. Build Tools were updated around that period or at least so it's stated at Buildtools section of MAMEDEV at GitHub.
  10. mamesick

    ARCADE 0.213

    If ARCADE32 is fine, I doubt it could be one of the various hacks. Also, I don't recall any hack related to Seibu Sound Hardware, which seems to be the culprit. Maybe a GCC compiler issue? Maybe something corrupted the source code during compiling process (very unlikely, but who knows) ? I'll try to compile an ARCADE64 with my GCC 7.2.0 (I never upgraded it) but I cannot give a timeline because I'm busy, so it could require some days.
  11. mamesick

    ARCADE 0.213

    Hmmm... It seems there's something serious here. I tried just for curiousity other games with similar hardware to Seibu Cup Soccer (e.g. Toki) and they crashes the emulator too. The usual step to reproduce is launching the game, let it run for some seconds, then exit and relaunch it. Or launch a random game, then exit and launch e.g. Toki. Usually at the "Loading Complete" message it should freeze for a second and then the emulator closes itself completely. Analyzing "VERBOSE.TXT" all games when crashes are at this point: Starting palette ':palette' Starting Speaker ':mono' (missing dependencies; rescheduling) Starting YM3812 OPL2 ':ymsnd' I'll do some tests at home with my local build and with ARCADE64 0.213 on Windows 7. Maybe it's OS related, who knows.
  12. mamesick

    ARCADE 0.213

    Yes, I can confirm even if it happens randomly here. Sometimes it get stuck at "loading....." message and after one or two seconds it closes itself. ARCADE64 0.213 and Windows 10 X64 On official MAME 0.213 I'm not able to reproduce. Bad thing is that it seems the program crashes without any relevant message. I looked at "WINUI.TXT" and "VERBOSE.TXT" and I don't see anything that could help in debugging this. Maybe Robert will be able to investigate further.
  13. mamesick

    ARCADE 0.213

    I cannot repro the issue posted above. Which game is causing the troubles ? I tested a few, all seems fine here.
  14. mamesick

    ARCADE 0.212

    Yes, that hack check for Sengoku2 was added for that reason. It requires RASTER POSITION -1 instead of +1 like the vast majority on NeoGeo games.
  15. mamesick

    ARCADE 0.212

    There are a lot of games where official MAME raster implementation in NeoGeo is off by a couple of lines, e.g. Zed Blade, Garou, View Point intro logo, etc. etc. If you can run a side-by-side with Zed Blade you'll immediately see what I mean in Level 1, where there are 3 different layers of scroll at different speed. The hack code also "fixes" some bugs present on original hardware that are present in official MAME. If you wish to remove all the modified code there's no problem, but say " I cannot see anything wrong with Mame's standard rendering " it's a bold claim. LOL. Sengoku2 is a special case, where the wrong MAME implementation works as expected and the hacked code fails.
  16. mamesick

    ARCADE 0.212

    I guess that the support for saving overclock has been dropped out during the recent big change in internal UI code made by an official MAME Developer. I don't know if Robert will be able (or better will have the time) to re-implement it.
  17. mamesick

    ARCADE 0.212

    All is working fine now. About the values in PLUGIN.INI, those are the default values, read by the core in the \plugins\ directory. Each plugin has its own directory with a plugin.json file that contains a value for "START" which is true or false. This becomes 1 or 0 in the INI file. You can edit manually the file to enable or not a plugin before startup but at the exit the PLUGIN.INI file will be saved again with default values, so user changes will be lost. This because the saving routine will read again the \plugin\ directory and will store again the default values in the .json files. Weird. This happens here too. It's something that probably needs investigation. Though plugins can be enabled directly in the core in "Miscellaneous II" section of Default Game Options and will stay stored forever until user will change them again. So maybe this solution is the best one and PLUGIN.INI support could be dropped out.
  18. mamesick

    ARCADE 0.212

    Looks like there is a bug in PLUGIN.INI creation at startup.... Fresh install, PLUGIN.INI is created but it is empty. And so it is when you exit the emulator. It is saved again but it's an empty file. In WINUI_OPTS.CPP around line 1849: while (iter.next(pluginpath)) { opts.scan_directory(pluginpath,false); } Looking at how it is used in CLIFRONT.CPP should be: while (iter.next(pluginpath)) { osd_subst_env(pluginpath, pluginpath); opts.scan_directory(pluginpath, true); } I don't know if it is correct fix, but I used the code above in my source and PLUGIN.INI is correctly created.
  19. mamesick

    ARCADE 0.211

    CAVE and SSV are already included. CPS1 patch has been removed. It's up to Robert decide to re-implement it or not. Personally, I find that underclock hack too outdated, it's 15 years that is floating around......
  20. mamesick

    ARCADE 0.211

    Those patches don't seem to be too much invasive for Arcade source code. I also have some doubts they will be implemented soon. If it's destiny that this project will end, fine. I sincerely cannot take the whole job again in my hands. Yes, we'll see.
  21. mamesick

    ARCADE 0.211

    This is great from you. CPS1 error was probably the CPU speed hack for SF2T, the famous underclock to have correct speed. I encountered in your source, yes, but probably I have forgotten to update/remove it. I don't think it's a big loss. Though if you want to re-implement it or not, I'm fine with your decision. Maybe I've been too harsh in one of my previous post, though don't forget that I'm still around. If you need help or are too busy to keep your source updated, simply try to ask. I cannot assure I will be always available, but I'll try to do my best and I'm sure others here think the same. Reverting all features is not the best way to proceed, until there's no other choice.
  22. mamesick

    ARCADE 0.211

    I have a bad feeling that your caching code in GAME_OPTS.H is the cause of the crash. I haven't it included in my source, I don't need it for the moment because my personal build support only around 160 source files in ARCADE.FLT so my startup is in practice immediate, no need to cache all the emulation flags and so on. I support only the drivers with games I play, shame to me... Seriously, I'd like to help more than this but it's too hot here and I cannot start a SYMBOLS build to debug the crash. It would take too much time and my PC and my two HDDs overheat easily. When it crashes? Immediately after the splash screen, during the building of folders or later on? I'm curious.
  23. mamesick

    ARCADE 0.211

    I still have to check all the WINUI code but surely there's no JPEG support, screenshots are loaded differently (why in Arcade check for "system" name?), treeview folders are not ordered alphabetically but there's a "logic" order.... Just to name a few.
  24. mamesick

    ARCADE 0.211

    Here we go with MOPTIONS.CPP http://www.mediafire.com/file/sp7zp260wmni81e/moptions.cpp/file Obviously it must go in \FRONTEND\UI\ folder
  25. mamesick

    ARCADE 0.211

    Sorry the file MOPTIONS.CPP is not included in the package. I will upload tomorrow now i am away from home. It contains the color codes....
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