Beta Mame4All Beta


EvilDragon said:
Wow! Just tried it!
Almost everything I throw at it runs fullspeed! Liquid Kids, Bubble Bobble, Rampage, Rainbow Islands, Parodius... geeeez :D
I guess it's time I do a MAME dedicated video :D
Video would be cool - I was thinking of doing one, but I don't have the set-up to do it justice. Of the games I've tried, Moonwalker was the one it struggled with the most, but even then it still gets 55 FPS without any overclocking ;-)
 
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Steve:

Have you found anything out about the sound popping/clicking issue or have you looked at it? This kind of kills many games as the popping sound is kind of distracting in a bunch of stuff. Things at first you don't think do it then starts popping. Try playing Donkey Kong or even Pac-Man, it will start doing it pretty bad.

It is great work so far but hopefully this can be fixed before it is left behind for something else. Clear audio is kind of important. As I said I have found no setting that fixes the issue.

Thanks for the great work.
 
DaveC said:
Have you found anything out about the sound popping/clicking issue or have you looked at it? This kind of kills many games as the popping sound is kind of distracting in a bunch of stuff. Things at first you don't think do it then starts popping. Try playing Donkey Kong or even Pac-Man, it will start doing it pretty bad.
I have one last thing I thought of which I'll try, but otherwise I'm out of ideas and there's not much I can do. Sound programming isn't really one of my strong points. Maybe someone else who understands this stuff better will look into it eventually.
 
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SteveM said:
DaveC said:
Have you found anything out about the sound popping/clicking issue or have you looked at it? This kind of kills many games as the popping sound is kind of distracting in a bunch of stuff. Things at first you don't think do it then starts popping. Try playing Donkey Kong or even Pac-Man, it will start doing it pretty bad.
I have one last thing I thought of which I'll try, but otherwise I'm out of ideas and there's not much I can do. Sound programming isn't really one of my strong points. Maybe someone else who understands this stuff better will look into it eventually.

Well, check for any buffer underruns in the log. If that's the case, you need to increase the ALSA Audio buffer size.
 
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SteveM said:
DaveC said:
Have you found anything out about the sound popping/clicking issue or have you looked at it? This kind of kills many games as the popping sound is kind of distracting in a bunch of stuff. Things at first you don't think do it then starts popping. Try playing Donkey Kong or even Pac-Man, it will start doing it pretty bad.
I have one last thing I thought of which I'll try, but otherwise I'm out of ideas and there's not much I can do. Sound programming isn't really one of my strong points. Maybe someone else who understands this stuff better will look into it eventually.
Maybe Franxis or Slaanesh could give pointers? If they maybe could go through the source and maybe spot a problem it could help. They are familiar with it as Franxis wrote it originally and Slaanesh ported it to other systems and he has a pandora too.

I hope this can be resolved as the emu is great now but the clicks and pops effect allot of games and is rather annoying. It would be nice to be able to nix the Wiz version under Ginge (less scaling options, no keyboard support etc) but this sound thing prevents that at the moment.
 
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EvilDragon said:
Well, check for any buffer underruns in the log. If that's the case, you need to increase the ALSA Audio buffer size.
No ALSA messages in the log - I'm getting underruns in the SDL callback. Altering the number of samples in the SDL audio spec doesn't make much difference, nor does changing the buffer size in .asoundrc (maybe SDL twiddles the buffer size itself anyway, I don't know). I'll put some details together and post something on the devleopers' section.
 
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Haha, ED, seeing the game at 5:33 made my day, even though I own the actual board. :lol: CPS1 (and CPS2) stuff needs a bit of an overclock in MAME 0.106 (which I've stuck with for now), but I might have to switch over to MAME4All now, I think. I have a quick question, though - are any CPS2 games supported?

Also, I chuckled at 7:22 and 7:47 - good one!
 
EvilDragon said:
Video is online, BTW:
Very nice! Much better than anything I'd have been able to manage.

Prometheus said:
CPS1 (and CPS2) stuff needs a bit of an overclock in MAME 0.106 (which I've stuck with for now), but I might have to switch over to MAME4All now, I think. I have a quick question, though - are any CPS2 games supported?
CPS1 runs beautifully at 500MHz. I thought there were some CPS2 games supported already but, looking more closely, the code that's in there for CPS2 emulation isn't used by MAME4ALL. I will definitely look into including it though - there are some cracking games on that platform. Assuming it works, here's what the CPS2 driver supposedly supports:

19XX: The Battle Against Destiny
Aliens Vs. Predator
Armoured Warriors
Battle Circuit
Cyberbots: Full Metal Madness
DarkStalkers: The Night Warriors
Dungeons & Dragons 2: Shadow over Mystara
Dungeons & Dragons: Tower of Doom
Eco Fighters
Marvel Super Heroes
Marvel Super Heroes Vs. Street Fighter
Marvel Super Heroes vs. Capcom: Clash of Super Heroes
Night Warriors: DarkStalkers Revenge
Pocket Fighter
Rockman 2: The Power Fighters
Saturday Night Slammasters II: Ring of Destruction
Street Fighter Alpha 3
Street Fighter Alpha: The Warriors Dream
Street Fighter Zero
Street Fighter Zero 2
Street Fighter Zero 2 Alpha
Super Gem Fighter Mini Mix
Super Puzzle Fighter 2 Turbo
Super Puzzle Fighter 2 X
Super Street Fighter 2 Turbo
Super Street Fighter 2 X: Grand Master Challenge
Super Street Fighter 2: The New Challengers
Vampire Hunter 2: Darkstalkers Revenge
Vampire Hunter: DarkStalkers Revenge
Vampire Savior 2: The Lord of Vampire
Vampire Savior: The Lord of Vampire
Vampire: The Night Warriors
X-Men Vs. Street Fighter
X-Men: Children of the Atom
 
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Oh yes :)

Before increasing compatibility, what are the things on your list to fix/improve Steve?
 
In case it helps, here's two more games that drop back to the desktop instead of the menu:

Fantasy Zone (Old Ver. )
Ninja Emaki (US)

Out Run is the only other one I've spotted so far. I've not been methodical, but I have been ploughing through a lot of games. Just had to remind myself that the Pandora can actually do other stuff as well!
 
@SteveM: Do you think it'd be possible to get MAME4All to also support CPS-3 games (Street Fighter III series...) some time in the future?
MAME .119 (and one .117-build) had CPS-3 support implemented.
 
Does anyone know what happened to that build of FBA that was running in one of the first prototype videos?
 
jonlad1 said:
Before increasing compatibility, what are the things on your list to fix/improve Steve?
Main thing now is controls. Still need to get the nubs working and there are some issues with customisation in the menu. Would be nice to get the popping sound fixed too.

barnesy said:
In case it helps, here's two more games that drop back to the desktop instead of the menu:

Fantasy Zone (Old Ver. )
Ninja Emaki (US)

Out Run is the only other one I've spotted so far. I've not been methodical, but I have been ploughing through a lot of games. Just had to remind myself that the Pandora can actually do other stuff as well!
Thanks - this is definitely useful information. I have looked at Outrun and have seen where it goes wrong, it's just not clear why yet.

john4p said:
@SteveM: Do you think it'd be possible to get MAME4All to also support CPS-3 games (Street Fighter III series...) some time in the future?
MAME .119 (and one .117-build) had CPS-3 support implemented.
Must be possible, but I've not idea how much work would be involved or how well it'd run.
 
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Wow!

If you get CPS2 to work, that would be insanely cool. It struck me last night that if CPS1 games run so incredibly smooth at 500mhz now, (After the sync issue was fixed) surely we have some kind of chance the CPS2 might work with a little bit of an OC.

Is it a very big project to open up the CPS2 code on Mame? Do you have any idea why it was disabled in the first place? Could it be so simple that the hardware originally targeted for MAME4all wasn't powerful enough?

As always THANKS for your hard work Steve. It is incredible to see the output you have had recently, & I hope you are assisted with the dev fund, if any of that is left.

C_S
 
I'm not holding my breath for CPS3, it would be fantastically awesome, but CPS1 (already done) & CPS2 running full speed would make me happy. Hell, I'm happy already!!

CPS3 will come in time, no doubt.
 
CPS2 was just about perfect on the GP2X, so I'm sure Pandora can run those games without breaking a sweat.

Don't most of the more advanced games require more horse power to run under mame, than with their own dedicated emu? It would be great to have everything under one roof of course, but if less time and effort can be used porting a cps2/3, NeoGeo, or Laserdisc specific emulator, I think it would be better going that route than trying to max out mame.

Alien VS. Predator & Dungeons and Dragons is calling me, hopefully someone will come up with something ASAP! :lol:

Chris
 
SteveM said:
EvilDragon said:
Well, check for any buffer underruns in the log. If that's the case, you need to increase the ALSA Audio buffer size.
No ALSA messages in the log - I'm getting underruns in the SDL callback. Altering the number of samples in the SDL audio spec doesn't make much difference, nor does changing the buffer size in .asoundrc (maybe SDL twiddles the buffer size itself anyway, I don't know). I'll put some details together and post something on the devleopers' section.

What games have audio problems? I tried PacMan but it sounds absolutely perfect on my unit :eek:
 
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EvilDragon said:
What games have audio problems? I tried PacMan but it sounds absolutely perfect on my unit :eek:
I've had no trouble with Pac-Man either. Donkey Kong Jr is the best example, but you sometimes need to wait a while before it starts popping. I posted some more details on the dev forum here.
 
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