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Author Topic: Mameox+vmm Current Disussion  (Read 954 times)

Dantesinferno29

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Mameox+vmm Current Disussion
« Reply #30 on: September 09, 2004, 01:20:00 AM »

I have been using this emulator for quite a while as of late, and I can only see a couple things that could use improving..one, would it be possible to have better resolution in the rotated mode? I noticed a lot of blurring, and I play lots of shoot-em-up games in this mode. I also second a vote for some overclocking, all those psikyo shooting gems look beautiful, as they should, but run slow. Oh..and is there any way to fix the error you get when trying to play the Raiden Fighters games? I know they don't run perfectly yet...but it would still be nice to be able to play them in the future. Keep up the great work!!
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iRA

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Mameox+vmm Current Disussion
« Reply #31 on: September 09, 2004, 07:03:00 AM »

I've a question about the lightgun in MameoX. Whenever I shoot my whole TV flashes white. It hapens on different TV's. I have the same problem in FCEultra.
Anyone know what's causing this?
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stevey5036

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Mameox+vmm Current Disussion
« Reply #32 on: September 09, 2004, 04:55:00 PM »

QUOTE (madmab @ Sep 9 2004, 12:48 AM)
Dumb indeed,   laugh.gif

But to answer your question, there is no standard extension for MAME ROMS.  They could be practically anything, but are usually named after the location on the PCB or the name written on the chip dumped.

Most MAME "games" contain several ROMS as well.

its not dumb.

the roms come in zip format, then when you want to run the rom the files are extracted. as for those files that are inside the zip, it really depends on the game.
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stevey5036

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Mameox+vmm Current Disussion
« Reply #33 on: September 10, 2004, 09:08:00 PM »

QUOTE (madmab @ Sep 10 2004, 02:26 AM)
Uh, there is alot of stuff that comes in .zip format, so it is hardly inclusive to MAME.  

My guess would be the poster of the original question was thinking MAME roms would have specific extensions like other console system ROMS, like .smc, .gb, .gbc, .n64, etc.  They don't.  In addition, one zip contains many ROM.  So there is no such thing as a ROM persay, but a group of ROMs.

So although not apparent to someone who has not used mame, it does become quickly obvious once one does start using mame.

roms are in zip format. the ROM FILES are in the zip and the extension of the ROM FILES can differ. i hope thats clear enough.
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zero5

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Mameox+vmm Current Disussion
« Reply #34 on: September 13, 2004, 04:27:00 AM »

Does graduis4 work with mameox  ?
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desertboy

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Mameox+vmm Current Disussion
« Reply #35 on: September 14, 2004, 05:53:00 AM »

QUOTE (iRA @ Sep 9 2004, 03:06 PM)
I've a question about the lightgun in MameoX. Whenever I shoot my whole TV flashes white. It hapens on different TV's. I have the same problem in FCEultra.
Anyone know what's causing this?

That's how the lightgun works

QUOTE
The computer normally uses one of two different techniques to figure out whether or not the gun is pointed at the target when the user pulls the trigger:

The computer blanks the screen and then paints just the target object white. If the photodiode senses darkness after one vertical retrace signal and then light after the next, the computer assumes that the gun is pointed at the target and scores a hit.

The computer blanks the screen and then paints the entire screen white. It takes time for the electron beam to trace the entire screen while painting it white. By comparing the signal coming from the photodiode with the horizontal and vertical retrace signals, the computer can detect where the electron beam is on the screen when the photodiode first senses its light. The computer counts the number of microseconds that pass between the time the horizontal and vertical retrace signals start and the time the photodiode first senses light. The number of microseconds tells the computer exactly where on the screen the gun is pointing. If the calculated position and the position of the target match, the computer scores a hit.
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IronChefAmerica

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Mameox+vmm Current Disussion
« Reply #36 on: September 16, 2004, 07:12:00 AM »

A control scheme for a spinner would be awesome!

Star Trek, Heavy Barrel, Tron, etc...
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phantomfriar

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Mameox+vmm Current Disussion
« Reply #37 on: September 17, 2004, 10:20:00 AM »

PAPERBOY is pretty glitchy as well -- sound stutters and controls are out of whack.

cheers guys!
Phantomfriar
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DooDahMan

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Mameox+vmm Current Disussion
« Reply #38 on: September 20, 2004, 03:37:00 PM »

QUOTE (phantomfriar @ Sep 8 2004, 07:12 AM)
5. Sega's STAR TREK (1983) also seems to be totally unplayable...

Glad you mentioned this. Now I know it's not just me. A few other vector games seem to lock up after loading. One being Star Wars. At least for me that is.
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CDESIGN404

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Mameox+vmm Current Disussion
« Reply #39 on: September 22, 2004, 04:00:00 AM »


New mame version out !!! mame o.87


[Arcade] Mame v0.87
Posté à 00:09 par Jets - Source : Emu-France  
Encore une nouvelle version de Mame dont voici les améliorations depuis 0.86u5:

General Improvements:

- Small update to the Kaneko drivers [Sebastien Volpe]
- correct dipswitches for bonkadv
- galpanib protection moved to machine\kaneko16.c, and sandscrp uses it
- merged read/write memory maps for the 3 galpanic sets
- Support 16 Joystick buttons [Norix]
- 8-way input fix for some mappy.c games (grobda, motos, phozon)
- These games were set to 4-way input in the previous update. [anonymous]
- Various Improvements [Angelo Salese]

vamphalf.c
improvements to vamphalf making it almost playable* it actually
is now playable thanks to further improvements from others (see
below)

yumefuda.c
temporarly patched eeprom check,fixed the graphics bankswitching
& added sound in Yumefuda.I don't have added controls yet so it
isn't playable.

acommand.c
Preliminary driver for Alien Command.Doesn't work yet...

gstriker.c
Very preliminary MCU emulation for World Cup '94.Hangs in
various places since I don't have worked on them yet...

- Implements the LEDs in "copsnrob" [Stefan Jokisch]
- Fixed res_net.h related crash in Strike Bowling [Jarek Burczynski]
- Improvements to Paint and Puzzle, game is almost playable [Nicola Salmoria]
- Taito F3 Improvements [Bryan McPhail]
Recalhorn now up to a playable standard. This game exposed some bugs in the
way the sprite renderer handled the special command bits (ie, the sprite
list jump command occurs _after_ the current sprite has been processed, not
before, plus bankswitch & global positioning flags can be set on the same
sprite - they aren't exclusive, all makes perfect sense from a hardware
point of view). These fixes really should be put into taito_f2 and hybrid
f3 games as well, though I doubt it will make any visual difference.

Command War is playable too, except for the fact a layer doesn't seem to
disappear when in the fighting sequence, and it's offset by 8 pixels in the
movement sequence.
- Rohga driver Improvements [Bryan McPhail]
Rohga - Despite massive amounts of time spent on writing trojan's to probe
the protection this still isn't complete. The game hangs at the end of
level 5. A quick look at decoprot.c should reveal just how nasty this game
is... Graphics emulation is complete but the priority register never seems
to be written properly (protection?) so some things look wrong.

Schmeiser Robo - Not working 100%. The game puts graphics info through the
protection chip so in this case the game looks wrong even though the
gameplay is actually running correctly. Uses a strange double buffer
feature of the protection chip that the Deco games don't (seem to) use.
- Truco Clemente driver [Ernesto Corvi]
This is as good I could get it working...
Problems:
- Wrong Colors
- Audio is not 100% yet, I think.

The board is definitely a conversion of some other board. My guess is a
Pacman-style board, since
some of the addresses match (watchdog, etc). Maybe somebody more
familiar with those type
of boards can figure out if they used the same color proms (I tried the
MsPacman ones, and didn't
match).
- SPI background Decryption improvements [Ville Linde]
- Fixed mrtnt colours (verified to use pacman proms) [vernimark]
- Hyperstone core fixes [Tomasz Slanina, Pierpaolo Prazzoli]
Tomasz Slanina
- Added "undefined" C flag to shift left instructions

Pierpaolo Prazzoli
- Added interrupts-block for delay instructions
- Fixed get_emu_code_addr
- Added LDW.S and STW.S instructions
- Fixed floating point opcodes

New Clones supported or promoted from GAME_NOT_WORKING status:

- Super Pang (Japan) [Nicola Salmoria]
set was decrypted, game now working

New Games supported or promoted from GAME_NOT_WORKING status:

- Wizz Quiz [Pierpaolo Prazzoli]
- Miss Bingo [Brian Troha]
- Recalhorn [Brian McPhail]
may crash on hi-score screen
- Command War [Brian McPhail]
still some clipping / layer problems
- Vamp 1/2 [Angelo Salese, Pierpaolo Prazzoli]
first working hyperstone based game
Truco Clemente [Ernesto Corvi]
some graphical problems (see notes above)

New Non-Working games / clones supported:

- Alien Command [Angelo Salese]
parts of the hardware still unemulated
- Schmeiser Robo [Bryan McPhail]
protection issues

For a new mameox version?

Thanks in advance Xport...
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Dantesinferno29

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Mameox+vmm Current Disussion
« Reply #40 on: September 22, 2004, 12:35:00 PM »

A new Mamox version of .87 would be GREAT!
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CDESIGN404

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Mameox+vmm Current Disussion
« Reply #41 on: September 22, 2004, 01:01:00 PM »

nobody wants it to be released for the xbox?
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Sir Auros

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Mameox+vmm Current Disussion
« Reply #42 on: September 23, 2004, 06:59:00 PM »

I burned MAMEoX to DVD and it hangs up after loading a game. It'll say "loading complete," but not go into the game or let me back into the GUI. Have the right X2 bios and it worked once before when I burned it to a CDR.
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Koitsu

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Mameox+vmm Current Disussion
« Reply #43 on: September 26, 2004, 10:26:00 PM »

how long do you wait? give a game 2 minutes after it says 'loading complete' to make sure it's not simply slow as hell.
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tekn0

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Mameox+vmm Current Disussion
« Reply #44 on: October 04, 2004, 09:36:00 PM »

mame 84 does not support moonwalk.zip and paperboy works fine
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