- View New Content
-
Getting Started
-
Tutorials
Tutorial Categories
Tutorials Main Page Installation and Setup Downloadable TutorialsROM Adjustments
Number of Balls Adjustments Volume Adjustments
-
Visual Pinball Tables
VP 8 Desktop Tables
All VPM Recreations VP Recreations VP/VPM MODs VP Originals ROMsVP 9 Desktop Tables
All VPM Recreations VP Recreations VP/VPM MODs VP Originals ROMsVP9 Cabinet Tables
All Full Screen Cabinet Full Screen B2S Cabinet Spanned Cabinet Tables Media Packs ROMsVPX Tables
All VPinMAME Recreations VPX- - /VPinMAME - MOD Tables VPX Recreations VPX Originals Media Packs ROMs VR
-
Frontend Media & Backglass
Media Packs
Complete Media Packs Wheel Logos VideosBackglasses
dB2S Animated Backglasses UVP Animated Backglasses Topper Images
- Future Pinball Tables
-
Design Resources
Main Resources
Table Templates Playfield Images Image Library Sound Library Key CodesVP Guides
VP8 Guide - English VP8 Guide - Deutsch VP9 Guide - English VP9.1.x Guide - English VP Object Guide VPM DocumentationFuture Pinball Resources
Playfield Images 3D Model LibraryFuture Pinball Guides
FP Script Guide Big Draco Script Guide FP Table Design Guide FP DMD Guide
- Other Features
- Bug Tracker
- Image Gallery
- Blogs
-
More
Pinball ROM support now in MAME 0.141u1?
Started By
ta2686
, Jan 25 2011 12:12 AM
26 replies to this topic
#1
Posted 25 January 2011 - 12:12 AM
I was just on the MAMEWORLD website ( http://www.mameworld.info/ ) and saw that the latest release of MAME now has support for pinball ROMs included. Will this mean that there will be a new version of PinMAME based on 0.141u1, or will it still be based on the current PinMAME version?
Need to set or reset replay levels on a particular table? These guides will help you:
For Non-DMD tables: Guide to reset replay levels on non-DMD tables
For DMD tables: Guide to set replay levels on DMD tables
Need to change the number of balls per game on a particular table? These guides will help you:
For Non-DMD tables: Guide to set number of balls per game on non-DMD tables
For DMD tables: Guide to set number of balls per game on DMD tables
Need to adjust the volume on DMD based tables? This guide will help you:
Guide to adjust volume on DMD tables
An alphabetical listing of VPM emulated tables with their MPU and links to their specific replay level, balls per game and volume adjustment procedures can be downloaded as an Excel spreadsheet from this link:
Excel Spreadsheet of VPM emulated tables
For Non-DMD tables: Guide to reset replay levels on non-DMD tables
For DMD tables: Guide to set replay levels on DMD tables
Need to change the number of balls per game on a particular table? These guides will help you:
For Non-DMD tables: Guide to set number of balls per game on non-DMD tables
For DMD tables: Guide to set number of balls per game on DMD tables
Need to adjust the volume on DMD based tables? This guide will help you:
Guide to adjust volume on DMD tables
An alphabetical listing of VPM emulated tables with their MPU and links to their specific replay level, balls per game and volume adjustment procedures can be downloaded as an Excel spreadsheet from this link:
Excel Spreadsheet of VPM emulated tables
#3
Posted 25 January 2011 - 05:37 AM
you may be thinking of Pimame32 which is a program that lets you pull out sounds and music from a rom. i have it it uses hex code but there is a tutorial here (by destruk I think but don't quote me here) on how to do it in the tutorial table area.
"Don’t let the noise of others’ opinions drown out your own inner voice.
And most important, have the courage to follow your heart and intuition.”
----Steve Jobs
And most important, have the courage to follow your heart and intuition.”
----Steve Jobs
#5
Posted 25 January 2011 - 06:15 AM
woops ok sorry you guys make so many neat things i keep getting you two mixed up! so what do roms do in the pinmame history dat. What does that mean?
"Don’t let the noise of others’ opinions drown out your own inner voice.
And most important, have the courage to follow your heart and intuition.”
----Steve Jobs
And most important, have the courage to follow your heart and intuition.”
----Steve Jobs
#6
Posted 25 January 2011 - 05:57 PM
QUOTE (faralos @ Jan 24 2011, 11:15 PM) <{POST_SNAPBACK}>
woops ok sorry you guys make so many neat things i keep getting you two mixed up! so what do roms do in the pinmame history dat. What does that mean?
By clicking the link your eyes will feast on this information:
History.dat 1.41a released. Big update, MAMEhistory.dat and pinmamehistory.dat have now merged together in only one file (pinballs are now included in MAME). Enjoy all the pinball stories and information in your favorite frontend!
That's all I know.
Build a fire, vipers love the heat.
#7
Posted 25 January 2011 - 06:45 PM
history.dat is only a file that has some interesting things about history of every game.
you can look at it from mame32 gui or from mameplus from the in game menu, or from cpwizard and some other front ends
it probably doesn't mean that mame will really play pinball roms
here is an example of history for scramble (my first game from childhood
)
you can look at it from mame32 gui or from mameplus from the in game menu, or from cpwizard and some other front ends
it probably doesn't mean that mame will really play pinball roms
here is an example of history for scramble (my first game from childhood
QUOTE
Scramble © 1981 Konami.
In Scramble, a single player takes control of a spaceship and has to fight their way through 6 different levels. Contact with either scenery of objects results in an instant loss of life. The player's Scramble ship is armed with both a blaster and bombs; the blaster is used for enemy ships, while the bombs fall down to attack ground-based targets and to collect fuel from fuel dumps. The fuel dumps are of particular importance as the player ship's fuel gauge constantly decreases as the player progresses, and the only way to fill it back up is by bombing the fuel tanks that are located throughout the levels.
Fuel usage increases as the game progresses, until fuel usage actually outstrips the amount of fuel dumps available and the game becomes impossible.
Scramble is considered a classic and was the world's first ever 'multi-level' shoot-em-up.
- TECHNICAL -
The Scramble cabinet was the same basic cabinet design that Stern used for all its games. It featured a monitor that was set back at a 45 degree angle, and a very large marquee that was angled towards the player. Most cabinets have straight up and down marquees, so Stern ones are easy to spot. This title features rather primitive painted sideart that only uses two colours, but it makes up for it with the impressive comic-book style art on the control panel and monitor bezel.
The marquee has a roundish 'Scramble' logo, with some sort of space castle in the background. The control panel is aluminum, and it has a mostly yellow design, with game instructions and a red ball-top 8-Way leaf switch joystick mounted centrally. It has fire buttons on both sides of the panel, so it can be played either left handed or right handed. The industry later forgot about lefties altogether and went completely right handed. Most of these machines were uprights, but there were several cocktail units made as well.
Game ID : GX387
Main CPU : Z80 (@ 3.072 Mhz)
Sound CPU : Z80 (@ 1.78975 Mhz)
Sound Chips : (2x) AY8910 (@ 1.78975 Mhz), (6x) RC (@ 1.78975 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 99
Players : 2
Control : 4-way joystick
Buttons : 2 (LASER, BOMB)
- TRIVIA -
Released in February 1981.
Licensed to Stern for US manufacture and distribution (May 1981).
Sometimes unfairly referred to as a 'poor man's Defender', Scramble was not only the world's first multi-level shoot-em-up, it was also the first of its type to feature a re-fueling system. These innovations helped to ensure that Scramble was a well deserved commercial success for Konami.
This game was the first title to use the 'Scramble Hardware', which was later used for "Super Cobra", "Lost Tomb", "The End" and a number of other titles. Many of these titles were actually bootlegs of other games, such as Namco's "Pac-Man". This was because Konami neglected to give Scramble ANY copy protection whatsoever; making it incredibly easy to run just about anything that used a Z80 processor, which, at the time, was pretty much every game out there. There were, of course, a lot of Bootleg copies of Scramble itself floating around, such as "Explorer" or "Strafe Bomb".
Scramble is considered the first in the "Gradius" series acording to the Nintendo Game Boy Advance "Gradius Galaxies" intro sequence.
This game had a Bulgarian bootleg called "Memory Devices Facility" ("ЗЗУ" or "Завод за Запаметяващи Устройства").
A Scramble unit appears in the 1983 movie 'Joysticks'.
- SCORING -
10 points per second of flying.
Missile on ground : 50 points
Missile in air : 80 points
UFO : 100 points
Fuel Tank : 150 points
Mystery Base : 100, 200, or 300 points
Main Base : 800 points
- TIPS AND TRICKS -
A) Always watch what passes below you as you fly, especially in Sectors One through Four.
B) Ignore the 10 points added to your score every second : you want to finish each round quickly, because running out of fuel is bad news.
Try also to hit as many fuel tanks as you can, even in preference to mystery bases. One hundred and fifty points plus fuel is more desirable than an average mystery score of 200 points.
C) When you fuel gets low, the rule is to ignore everything but speed survival, and getting more fuel.
D) In Sector One, fly close to the ground. Your object should be scoring points rather than precise maneuvering, so keep in mind just a few simple rules :
1. Fly slowly only when you must to destroy a rich cluster of targets.
2. Release a couple of bombs just as you top each mountain, then descend quickly into the valley.
3. Once there, shoot any threatening rockets by slowing down for a second and using your laser. Descend to the lowest plateau at the earliest opportunity, shooting lasers constantly to clear your path of targets.
4. Rise with the terrain, using your laser against targets in the foothills, and go all the way up only when the next mountain forces you to.
5. After the last mountain, be prepared for the UFOs.
E) Through Sector Two, simply fly relatively low at medium speed, pressing LASER and BOMB constantly. The laser shots will take care of almost all the UFOs in your way. If one or two survive until you reach them, shift to full speed until you pass them, dodging vertically if necessary.
Try to time the release of your bombs so that they hit fuel tanks, compensating for your middling speed.
F) Don't try to stay alive among the fireballs. Staying below them makes sense for two reasons - you keep your jet, and you even have a chance to pick up some points from the sparse targets below.
As for making if from valley to valley, just go where the fireballs aren't. Fly quickly through each valley, then stop just before you leave shelter. Wait there until a fireball passes just over you; then chances are that you will have a second in which to duck swiftly over and into the next valley. You will find there is definitely a rhythm to it.
G) If you fly through the city too fast, you might not be able to react in time to a juicy cluster of targets or to a rocket rising in your path. Fly at medium speed, lasering and bombing for all you are worth, especially at rockets in front of you and fuel tanks beneath you.
When you fly over silos too deep for your bombs to penetrate, accelerate for a moment in case the rockets suddenly take off toward your underside.
Treat a low roof just as you would a Sector One valley; descend and laser the row of targets into oblivion. Be careful, though, when reascending; the rises here are much more abrupt than Sector One.
H) Without excellent vertical control, you will never make it through Sector Five. Blasting away the fuel tanks blocking your path is vital, but requires much less of your concentration than does piloting the jet through such a tortuous maze.
As soon as you emerge from a passageway, stop. Then move up or down, whichever you need, as far as you can until the screen catches up with you and pushes you forward. Keep the joystick to the left; while the screen propels you, you should have time to find just the right height for entering the next passage.
Once you are in the next passage, speed up right away, giving yourself a head start for the next cavern; you will have to stop once again when you enter it. The cycle requires concentration even once you know the rhythm.
Sometimes, you will enter a cavern at top left and need to leave it through a passage at bottom right, but fuel tanks will block the mouth of the passage, cluttering even the cavern floor. If you are worried about crashing into these tanks from above before you have a chance to laser them, just drop a couple of bombs at the right moment in your descent. The tanks will stand in your way no longer.
I) Once you know its secrets, the base may actually be slightly easier than Sector Five. To destroy the enemy octagon, all you have to do is gun your engine before you enter its canyon, then pull sharply down and back, and nose up to it. If you are on its level, fire your laser; if just above, drop a bomb. You will destroy the base.
You will also crash your own ship, but no matter : you will start the next round with a free replacement. Most players are afraid of crashing, so they fly too high for their bombs to have any hope of reaching the base. Eventually, they crash or run out of fuel.
J) By now, you have probably realized the one step essential to mastering SCRAMBLE; memorization. Since the pattern repeats itself every round, being prepared for upcoming opportunities and dangers is what the game is about.
- SERIES -
1. Scramble (1981)
2. Super Cobra (1981)
- PORTS -
* Consoles :
GCE Vectrex (1982)
Sony PlayStation (1999, "Konami Arcade Classics")
Nintendo Game Boy Advance (2002, "Konami Collectors Series - Arcade Advanced")
Sony PlayStation 2 (2005, "Oretachi Geasen Zoku Sono 1 - Scramble")
Microsoft XBOX 360 (2006) : as a downloadable Live Arcade game.
Nintendo DS (2007, Konami Classics Series - Arcade Hits)
* Computers :
BBC B (1982, "Rocket Raid" - Acornsoft)
Sinclair ZX Spectrum (1982, "Penetrator" - Melbourne House)
Sinclair ZX Spectrum (1983, "Cavern Fighter" - Bug-Byte)
Tandy Color Computer (1983, "Skramble")
Commodore C64 (1983, "Skramble")
Commodore C64 (1984, "Penetrator" - Melbourne House)
* Others :
VFD portable game (1982 - Tomy)
VFD portable game (1982, "Rambler", German version - Tomy)
VFD portable game (1982, "Astro Blaster", Hales UK version - Tomy)
Konami Arcade Advanced Plug 'n Play TV Game (2004 - Majesco)
- SOURCES -
Game's rom.
Machine's picture.
F.A.Q. by Kevin Butler A.K.A. War Doc
In Scramble, a single player takes control of a spaceship and has to fight their way through 6 different levels. Contact with either scenery of objects results in an instant loss of life. The player's Scramble ship is armed with both a blaster and bombs; the blaster is used for enemy ships, while the bombs fall down to attack ground-based targets and to collect fuel from fuel dumps. The fuel dumps are of particular importance as the player ship's fuel gauge constantly decreases as the player progresses, and the only way to fill it back up is by bombing the fuel tanks that are located throughout the levels.
Fuel usage increases as the game progresses, until fuel usage actually outstrips the amount of fuel dumps available and the game becomes impossible.
Scramble is considered a classic and was the world's first ever 'multi-level' shoot-em-up.
- TECHNICAL -
The Scramble cabinet was the same basic cabinet design that Stern used for all its games. It featured a monitor that was set back at a 45 degree angle, and a very large marquee that was angled towards the player. Most cabinets have straight up and down marquees, so Stern ones are easy to spot. This title features rather primitive painted sideart that only uses two colours, but it makes up for it with the impressive comic-book style art on the control panel and monitor bezel.
The marquee has a roundish 'Scramble' logo, with some sort of space castle in the background. The control panel is aluminum, and it has a mostly yellow design, with game instructions and a red ball-top 8-Way leaf switch joystick mounted centrally. It has fire buttons on both sides of the panel, so it can be played either left handed or right handed. The industry later forgot about lefties altogether and went completely right handed. Most of these machines were uprights, but there were several cocktail units made as well.
Game ID : GX387
Main CPU : Z80 (@ 3.072 Mhz)
Sound CPU : Z80 (@ 1.78975 Mhz)
Sound Chips : (2x) AY8910 (@ 1.78975 Mhz), (6x) RC (@ 1.78975 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 99
Players : 2
Control : 4-way joystick
Buttons : 2 (LASER, BOMB)
- TRIVIA -
Released in February 1981.
Licensed to Stern for US manufacture and distribution (May 1981).
Sometimes unfairly referred to as a 'poor man's Defender', Scramble was not only the world's first multi-level shoot-em-up, it was also the first of its type to feature a re-fueling system. These innovations helped to ensure that Scramble was a well deserved commercial success for Konami.
This game was the first title to use the 'Scramble Hardware', which was later used for "Super Cobra", "Lost Tomb", "The End" and a number of other titles. Many of these titles were actually bootlegs of other games, such as Namco's "Pac-Man". This was because Konami neglected to give Scramble ANY copy protection whatsoever; making it incredibly easy to run just about anything that used a Z80 processor, which, at the time, was pretty much every game out there. There were, of course, a lot of Bootleg copies of Scramble itself floating around, such as "Explorer" or "Strafe Bomb".
Scramble is considered the first in the "Gradius" series acording to the Nintendo Game Boy Advance "Gradius Galaxies" intro sequence.
This game had a Bulgarian bootleg called "Memory Devices Facility" ("ЗЗУ" or "Завод за Запаметяващи Устройства").
A Scramble unit appears in the 1983 movie 'Joysticks'.
- SCORING -
10 points per second of flying.
Missile on ground : 50 points
Missile in air : 80 points
UFO : 100 points
Fuel Tank : 150 points
Mystery Base : 100, 200, or 300 points
Main Base : 800 points
- TIPS AND TRICKS -
A) Always watch what passes below you as you fly, especially in Sectors One through Four.
B) Ignore the 10 points added to your score every second : you want to finish each round quickly, because running out of fuel is bad news.
Try also to hit as many fuel tanks as you can, even in preference to mystery bases. One hundred and fifty points plus fuel is more desirable than an average mystery score of 200 points.
C) When you fuel gets low, the rule is to ignore everything but speed survival, and getting more fuel.
D) In Sector One, fly close to the ground. Your object should be scoring points rather than precise maneuvering, so keep in mind just a few simple rules :
1. Fly slowly only when you must to destroy a rich cluster of targets.
2. Release a couple of bombs just as you top each mountain, then descend quickly into the valley.
3. Once there, shoot any threatening rockets by slowing down for a second and using your laser. Descend to the lowest plateau at the earliest opportunity, shooting lasers constantly to clear your path of targets.
4. Rise with the terrain, using your laser against targets in the foothills, and go all the way up only when the next mountain forces you to.
5. After the last mountain, be prepared for the UFOs.
E) Through Sector Two, simply fly relatively low at medium speed, pressing LASER and BOMB constantly. The laser shots will take care of almost all the UFOs in your way. If one or two survive until you reach them, shift to full speed until you pass them, dodging vertically if necessary.
Try to time the release of your bombs so that they hit fuel tanks, compensating for your middling speed.
F) Don't try to stay alive among the fireballs. Staying below them makes sense for two reasons - you keep your jet, and you even have a chance to pick up some points from the sparse targets below.
As for making if from valley to valley, just go where the fireballs aren't. Fly quickly through each valley, then stop just before you leave shelter. Wait there until a fireball passes just over you; then chances are that you will have a second in which to duck swiftly over and into the next valley. You will find there is definitely a rhythm to it.
G) If you fly through the city too fast, you might not be able to react in time to a juicy cluster of targets or to a rocket rising in your path. Fly at medium speed, lasering and bombing for all you are worth, especially at rockets in front of you and fuel tanks beneath you.
When you fly over silos too deep for your bombs to penetrate, accelerate for a moment in case the rockets suddenly take off toward your underside.
Treat a low roof just as you would a Sector One valley; descend and laser the row of targets into oblivion. Be careful, though, when reascending; the rises here are much more abrupt than Sector One.
H) Without excellent vertical control, you will never make it through Sector Five. Blasting away the fuel tanks blocking your path is vital, but requires much less of your concentration than does piloting the jet through such a tortuous maze.
As soon as you emerge from a passageway, stop. Then move up or down, whichever you need, as far as you can until the screen catches up with you and pushes you forward. Keep the joystick to the left; while the screen propels you, you should have time to find just the right height for entering the next passage.
Once you are in the next passage, speed up right away, giving yourself a head start for the next cavern; you will have to stop once again when you enter it. The cycle requires concentration even once you know the rhythm.
Sometimes, you will enter a cavern at top left and need to leave it through a passage at bottom right, but fuel tanks will block the mouth of the passage, cluttering even the cavern floor. If you are worried about crashing into these tanks from above before you have a chance to laser them, just drop a couple of bombs at the right moment in your descent. The tanks will stand in your way no longer.
I) Once you know its secrets, the base may actually be slightly easier than Sector Five. To destroy the enemy octagon, all you have to do is gun your engine before you enter its canyon, then pull sharply down and back, and nose up to it. If you are on its level, fire your laser; if just above, drop a bomb. You will destroy the base.
You will also crash your own ship, but no matter : you will start the next round with a free replacement. Most players are afraid of crashing, so they fly too high for their bombs to have any hope of reaching the base. Eventually, they crash or run out of fuel.
J) By now, you have probably realized the one step essential to mastering SCRAMBLE; memorization. Since the pattern repeats itself every round, being prepared for upcoming opportunities and dangers is what the game is about.
- SERIES -
1. Scramble (1981)
2. Super Cobra (1981)
- PORTS -
* Consoles :
GCE Vectrex (1982)
Sony PlayStation (1999, "Konami Arcade Classics")
Nintendo Game Boy Advance (2002, "Konami Collectors Series - Arcade Advanced")
Sony PlayStation 2 (2005, "Oretachi Geasen Zoku Sono 1 - Scramble")
Microsoft XBOX 360 (2006) : as a downloadable Live Arcade game.
Nintendo DS (2007, Konami Classics Series - Arcade Hits)
* Computers :
BBC B (1982, "Rocket Raid" - Acornsoft)
Sinclair ZX Spectrum (1982, "Penetrator" - Melbourne House)
Sinclair ZX Spectrum (1983, "Cavern Fighter" - Bug-Byte)
Tandy Color Computer (1983, "Skramble")
Commodore C64 (1983, "Skramble")
Commodore C64 (1984, "Penetrator" - Melbourne House)
* Others :
VFD portable game (1982 - Tomy)
VFD portable game (1982, "Rambler", German version - Tomy)
VFD portable game (1982, "Astro Blaster", Hales UK version - Tomy)
Konami Arcade Advanced Plug 'n Play TV Game (2004 - Majesco)
- SOURCES -
Game's rom.
Machine's picture.
F.A.Q. by Kevin Butler A.K.A. War Doc
My paper cab
core.vbs with better nudge
FPLaunch with exit menu, instructions, flyer - local vpf copy
VP with support for analog nudge and plunger with any gamepad
#8
Posted 25 January 2011 - 06:49 PM
Here is the official site for History
http://www.arcade-history.com/
http://www.arcade-history.com/
Edited by B2K24, 25 January 2011 - 06:50 PM.
#9
Posted 25 January 2011 - 09:23 PM
You'll find more relevant information here, at the Mame news board: http://www.mameworld...f...amp;o=&vc=1
In a nutshell, only skeleton drivers for all the pinball roms were added, and it'll probably be a while before the roms themselves are fully supported. The goal (as with any rom in Mame, really) is to perfectly emulate the rom itself. They also intend to support the roms with artwork (so one day in the far future, I suspect that if you loaded up a pinball rom in Mame, it'd display the video of the rom within the backglass artwork, UVP-style).
That said, there doesn't seem to be any particular intention of linking Mame up with external programs like VP, though it's open source, so I suppose someone could, should they feel the urge. It'd be pretty sweet to have a Pinmame that isn't based on an ancient core.
In a nutshell, only skeleton drivers for all the pinball roms were added, and it'll probably be a while before the roms themselves are fully supported. The goal (as with any rom in Mame, really) is to perfectly emulate the rom itself. They also intend to support the roms with artwork (so one day in the far future, I suspect that if you loaded up a pinball rom in Mame, it'd display the video of the rom within the backglass artwork, UVP-style).
That said, there doesn't seem to be any particular intention of linking Mame up with external programs like VP, though it's open source, so I suppose someone could, should they feel the urge. It'd be pretty sweet to have a Pinmame that isn't based on an ancient core.
Edited by The Trout, 25 January 2011 - 09:24 PM.
Mary Elizabeth's Sock
It's About A Girl. And Crime. But Mostly About A Girl.
It's About A Girl. And Crime. But Mostly About A Girl.
#11
Posted 27 January 2011 - 04:02 AM
QUOTE (Mitchell @ Jan 26 2011, 04:43 PM) <{POST_SNAPBACK}>
I'm hoping that we don't need Pinmame anymore if they added support for VP later on.
Oh I doubt that will ever happen. Just, every newer version of MAME runs slower than the older versions did. Of course, how about using MAME to play Dragon's Lair with a 4GB laserdisc image on top of VP - how would that look?
Build a fire, vipers love the heat.
#12
Posted 28 January 2011 - 01:21 AM
QUOTE (destruk @ Jan 26 2011, 10:02 PM) <{POST_SNAPBACK}>
QUOTE (Mitchell @ Jan 26 2011, 04:43 PM) <{POST_SNAPBACK}>
I'm hoping that we don't need Pinmame anymore if they added support for VP later on.
Oh I doubt that will ever happen. Just, every newer version of MAME runs slower than the older versions did. Of course, how about using MAME to play Dragon's Lair with a 4GB laserdisc image on top of VP - how would that look?
mame is also very big do you want a 20-40 meg pinmame.dll?
#13
Posted 28 January 2011 - 02:38 AM
QUOTE (Joe @ Jan 27 2011, 05:21 PM) <{POST_SNAPBACK}>
QUOTE (destruk @ Jan 26 2011, 10:02 PM) <{POST_SNAPBACK}>
QUOTE (Mitchell @ Jan 26 2011, 04:43 PM) <{POST_SNAPBACK}>
I'm hoping that we don't need Pinmame anymore if they added support for VP later on.
Oh I doubt that will ever happen. Just, every newer version of MAME runs slower than the older versions did. Of course, how about using MAME to play Dragon's Lair with a 4GB laserdisc image on top of VP - how would that look?
mame is also very big do you want a 20-40 meg pinmame.dll?
In a world when I can buy a 2TB HDD for $65, 20-40 megs doesn't seem to bother me.
#14
Posted 29 January 2011 - 03:29 AM
QUOTE (Fursphere @ Jan 27 2011, 08:38 PM) <{POST_SNAPBACK}>
QUOTE (Joe @ Jan 27 2011, 05:21 PM) <{POST_SNAPBACK}>
QUOTE (destruk @ Jan 26 2011, 10:02 PM) <{POST_SNAPBACK}>
QUOTE (Mitchell @ Jan 26 2011, 04:43 PM) <{POST_SNAPBACK}>
I'm hoping that we don't need Pinmame anymore if they added support for VP later on.
Oh I doubt that will ever happen. Just, every newer version of MAME runs slower than the older versions did. Of course, how about using MAME to play Dragon's Lair with a 4GB laserdisc image on top of VP - how would that look?
mame is also very big do you want a 20-40 meg pinmame.dll?
In a world when I can buy a 2TB HDD for $65, 20-40 megs doesn't seem to bother me.
but its alot of code bloat right now it's about 1.4meg
#18
Posted 18 February 2011 - 12:34 AM
QUOTE (B2K24 @ Feb 17 2011, 04:05 PM) <{POST_SNAPBACK}>
No need to redownload if one understands the use of clrmamepro 
Also, more people that have the ROMs the better
Also, more people that have the ROMs the better
I didn't think ClrMamePro provided you with changed roms - just a note on which of your sets no longer work. You'll have to redownload something to fix whatever it finds, right?
Build a fire, vipers love the heat.
#19
Posted 18 February 2011 - 04:57 PM
QUOTE (destruk @ Feb 17 2011, 04:34 PM) <{POST_SNAPBACK}>
QUOTE (B2K24 @ Feb 17 2011, 04:05 PM) <{POST_SNAPBACK}>
No need to redownload if one understands the use of clrmamepro 
Also, more people that have the ROMs the better
Also, more people that have the ROMs the better
I didn't think ClrMamePro provided you with changed roms - just a note on which of your sets no longer work. You'll have to redownload something to fix whatever it finds, right?
Mame never just changes the roms so it never breaks sets that used to work. When a U update takes place, always more roms and games are added even if there status is not working. You are never forced to redownload what you already had.
Because I already had all the PinMAME ROMs downloaded, because I love this site and VP, When Mame 141u1 was released with "GAME_MECHANICAL" and the PinMAME roms were added, I simply rebuilt from what I already had
you can always keep up with updates on this page, which you will have to compile to u builds, but that is very easy. After compile is completed you simply create profile and browse for your compiled Mame64.exe into clrmamepro then answer OK to all, No to all, no to all at the prompts then off you go.
http://mamedev.org/updates.html
If you keep your set updated with every u build you might only need to download a few hundred MB depending how much new stuff is added
Here is status of 0.141u2
CODE
·Sets 0/10303
·ROMs 0/139558
·CHDs 0/482
·Samples 0/2601
·Bytes 0/89gb
Fixed Wrong Case
·Sets 0/0
·ROMs 0/0
·CHDs 0/0
·Samples 0/0
Fixed Unneeded
·Sets 0/0
·ROMs 0/0
·CHDs 0/0
·Samples 0/0
Fixed Wrong Name
·Sets 0/0
·ROMs 0/0
·CHDs 0/0
Fixed Wrong Size
·ROMs 0/0
Fixed Wrong Date Time
·ROMs 0/0
Wrong Hashes
·Wrong CRC32 ROMs 0
·Wrong SHA1 ROMs 0
·Wrong MD5 ROMs 0
·Wrong SHA1 CHDs 0
·Wrong MD5 CHDs 0
Corrupt Containers 0
---------------------------------------
Active Sets 10303/10303
·Parents 2083/2083
·Clones 5041/5041
·Others 3123/3123
·BIOS 56/56
Active ROMs 139558/139558
·Parents 29872/29872
·Clones 71960/71960
·Others 35258/35258
·bad dumps 723/723
·no dumps 1539/1539
·verified dumps 0/0
·BIOS 206/206
Active CHDs 482/482
·Parents 64/64
·Clones 95/95
·Others 236/236
·bad dumps 34/34
·no dumps 53/53
·verified dumps 0/0
·BIOS 0/0
Active Samples 2601/2601
·Parents 534/534
·Clones 1846/1846
Active Bytes 89gb/89gb
#20
Posted 03 July 2011 - 02:34 AM
Sometimes they just change the names of dozens of ROMS (for example, this hypothetical change: outrunnr.zip changed to outrunrrsa.zip)
It's really annoying for everyone except people like B2K24 here.
But there is a reason for the madness. And they don't care about people playing games or 'just enjoying it'. They just want everything 100% perfect and will break every ROM you have if they find any reason at all, even if to just change the naming convention to something they find is better.
I'm not complaining, just explaining.
It's really annoying for everyone except people like B2K24 here.
But there is a reason for the madness. And they don't care about people playing games or 'just enjoying it'. They just want everything 100% perfect and will break every ROM you have if they find any reason at all, even if to just change the naming convention to something they find is better.
I'm not complaining, just explaining.
Edited by Centaur Machine, 03 July 2011 - 02:36 AM.
Guardian releases power orb



Contributor
Top












are all trademarks of VPFORUMS.