Merged. Thanks!
This is the cps3.c that have the abobe fix.
I fixed a brief palette corruption/inverted-looking flash on the VS screen in Street Fighter III: 1st Strike (CPS3) on MAME 0.106. Root cause was in cps3_palettedma_w: palette DMA length was treated as 16-bit only. In CPS3, DMA start register bit0 is actually the length high bit (17th bit), so transfers could be too short in some cases. Patch summary: compute real DMA length as dmalen = paldma_length | ((data & 0x0001) << 16); use dmalen in the palette DMA loop After this change, the VS background...
Merged, thanks!
Andrea, Thank you for merging konamigx drives that had applied up-to-date fixes based on current MAME source codes. I also update these drivers for 0.106, as same as konamigx. Those also have fixes of currently nowadays MAME. I am sorry such sloppy sharing.. \drivers\stv.c \sound\2151intf.c \sound\es5506.c \sound\scsp.c \sound\ym2151.c \sound\ymf278b.c \vidhrdw\taito_f3.c \vidhrdw\tmnt.c
Thanks, I've merged them!
Hi Andrea, As you know, regarding Konami-gx driver have updated in the official MAME release between 0.275 to 278. As a subject, I have backported fixes of them to 0.106. Best regards,
advzip crashes on sparc64 due to unaligned access (Bus error)
...?
whoa! pleasure! Thanks you for applying this code to AdvanceMAME.
Merged, Thanks!
Hello, this is update of cps3.c toward the following. https://sourceforge.net/p/advancemame/discussion/313511/thread/062f8471ff/ Although this enhancement is not port from other MAME distributions, I impressed the original enhancement on CPS1/2 "Buffer Delay" functions on DefMAME thus i added. In DIP setting, these settings are being applied. /* 0x10 = Buffer Delay ON/OFF */ PORT_DIPNAME( 0x00000010, 0x00000010, "Buffer Delay (Sprite Lag)" ) PORT_DIPSETTING( 0x00000010, DEF_STR( On ) ) /* 1‑frame...
Confirmed, thank you!
Thanks, Komazow. I’ll pass for now. I’d rather not mess with the DOS version since I don’t have the test and build setup anymore. I just cross-build it from Linux.
I've also tried using the most recent get_fade() from MAME, but there's still no difference. We're probably missing something else. Anyway, I went ahead and merged it.
Although I could not feel/recognize actual differences on each CPS3 title's screen, I applied (backported) regarding https://github.com/mamedev/mame/pull/4433 into the 106 source code. You can find that "void cps3_set_mame_colours" is being updated.
Unaligned access in advcomp's GetMatch causes crash with UBSAN or upcoming GCC 16
Latest commit should fix it.
The pattern at https://github.com/amadvance/advancecomp/blob/e17d498d4d3bfac8bac34e62dc03f5ddb3be9bea/zopfli/lz77.c#L304 (and in the rest of the function) looks exactly like some of the other issues I've reported and fixed. This sort of pattern falls afoul of compilers getting better at vectorising.
Unaligned access in advcomp's GetMatch causes crash with UBSAN or upcoming GCC 16
Hello Andrea and everyone, The Allegro library (https://liballeg.org/) used to build the DOS version of MAME already contains native drivers for I-O DATA’s IF-SEGA PCI card (https://www.iodata.jp/products/game/ifsg2pci.htm), a device that was probably sold only in Japan around 1999–2000. Because of this, the DOS build of MAME can accept input from genuine Sega Saturn control pads when the emulator is linked with Allegro. Unfortunately, the Allegro drivers—although they do recognize Sega’s official...
OK, I've updated it to use the latest MAME 0.277 source. This should make it easier to find the ROMs, as they now match those used in MAME exactly.
I had the same problem. Turns out that the new Raspberry Pi 3 generation requires you downgrade the firmware to tap into the framebuffer driver. You'll have to do that twice before everything runs clean on framebuffer as it should. It's worth the extra effort though, since there is no substitute for running AdvanceMAME straight from the command line (or AdvanceMENU) in framebuffer. Check out my tutorial here to see how it's done step-by-step on the current (new) generation of Raspberry Pi 3 B+'s...
Andrea, a big THANK YOU for continuing to update, improve, and maintain AdvanceMAME! I am very grateful and impressed that you're still keeping up with it. Amazing work.
Hi Andrea, Thank you for fixes and applying regarding this code. I referenced ThunderMAME32UI(VER.0.106X) available on this URL. Last update is 2020 so no longer update. I also referenced this latest release too. https://firelight.web.fc2.com/ Additionally, regarding this code, perhaps ThunderMAME32UI seems does references to dEfMAME, based on author's comments on readme document... Although this clone is being released as an Win32 app, I have merged and used cps2.c and cps2crypt.c into 0.106 DOS...
Hi Andrea, Thank you for fixes and applying regarding this code. I referenced ThunderMAME32UI(VER.0.106X) available on this URL. Last update is 2020 so no longer update. I also referenced this latest release too. https://firelight.web.fc2.com/ Additionally, regarding this code, perhaps ThunderMAME32UI seems does references to dEfMAME, based on author's comments on readme document... Although this clone is being released as an Win32 app, I have merged and used cps2.c and cps2crypt.c into 0.106 DOS...
Hi Andrea, Thank you for fixes and applying regarding this code. I referenced ThunderMAME32UI(VER.0.106X) available on this URL. Last update is 2020 so no longer update. I also referenced this latest release too. https://firelight.web.fc2.com/ Additionally, regarding this code, perhaps ThunderMAME32UI seems does references to dEfMAME, based on author's comment... Although this clone is being released as an Win32 app, I have merged and used cps2.c and cps2crypt.c into 0.106 DOS MAME, since 2-3years...
Hi Andrea, Thank you for fixes and applying regarding this code. I referenced ThunderMAME32UI(VER.0.106X) available on this URL. Last update is 2020 so no longer update. I also referenced this latest release too. https://firelight.web.fc2.com/ Additionally, regarding this code, perhaps ThunderMAME32UI seems does references to dEfMAME, based on author's comment... Although this clone is being released as an Win32 app, I have merged and used cps2.c and cps2crypt.c into 0.106 DOS MAME, since 2-3years...
Hi Andrea, Thank you for fixes and applying regarding this code. I referenced ThunderMAME32UI(VER.0.106X) available on this URL. Last update is 2020 so no longer update. I also referenced this latest release too. https://firelight.web.fc2.com/ Additionally, regarding this code, perhaps ThunderMAME32UI seems does references to dEfMAME, based on author's comment... Although this clone is being released as an Win32 app, I have merged and used cps2.c and cps2crypt.c into 0.106 DOS MAME, since 2-3years...
Hi Andrea, Thank you for fixes and applying regarding this code. I referenced ThunderMAME32UI(VER.0.106X) available on this URL. Last update is 2020 so no longer update. I also referenced this latest release too. https://firelight.web.fc2.com/ Additionally, regarding this code, perhaps ThunderMAME32UI seems does references to dEfMAME, based on author's comment... Although this clone is being released as an Win32 app, I have merged and used cps2.c and cps2crypt.c into 0.106 DOS MAME, since 2-3years...
Hi Andrea, Thank you for fixes and applying regarding this code. I referenced ThunderMAME32UI(VER.0.106X) available on this URL. Last update is 2020 so no longer update. I also referenced this latest release too. https://firelight.web.fc2.com/ Although this clone is being released as an Win32 app, I have merged and used cps2.c and cps2crypt.c into 0.106 DOS MAME, since 2-3years ago. Regards, Komazow
Hi komazow, I merged your changes with some additions to fix some minor issues. Which MAME version (or clone) did you used as reference ? Maybe we can import some more clone using a more recent one. Ciao, Andrea
Hello, Since XOR files never released for some CPS2 titles (for Instance the 1st of Rockman/Megaman's Power Battle CPS2/QSound Version, not "Megaman2 Power Fighters".), I marged cps2crpt.c into 0.106 DOS source, in order to run such titles. cps2.c. cps2crpt.c and mame.mak is being included into diff_cps2crpt.zip. You can apply them basically just overwritten of these files into v5.0 source. As a result, in the future, XOR and any other additional stuff without a ROM set will no longer be necessary...
Hello, Since XOR files never released for some CPS2 titles (for Instance the 1st of Rockman/Megaman's Power Battle CPS2/QSound Version, not "Megaman2 Power Fighters".), I marged cps2crpt.c into 0.106 DOS source, in order to run such titles. cps2.c. cps2crpt.c and mame.mak is being included into diff_cps2crpt.zip. You can apply them basically just overwritten of these files into v5.0 source. Diff of mame.mak is just a line.
Hello, Since XOR files never released for some CPS2 titles (for Instance the 1st of Rockman/Megaman's Power Battle CPS2/QSound Version, not "Megaman2 Power Fighters".), I marged cps2crpt.c into 0.106 DOS source, in order to run such titles. cps2.c. cps2crpt.c and mame.mak is being included into diff_cps2crpt.zip. You can apply them basically just overwritten of these files into v5.0 source.
Hi komazow , Just committed your changes. Thanks, Andrea
[cps3.c] support rowscroll on the score layer of cps3, fixes jojoba combo meters Thanks to Codex on ChatGPTPro, finally I could backporting of this fix into 0.106 source based. https://github.com/mamedev/mame/pull/4035 steps: 1. Extract differences on cps3.cpp on between mame 0.202 and 0.203 written by C++. 2. Apply these differences into cps3.c on 0.106 which was writted as C99. I'm happy if this code had applied into your build environment or AdvancedMAME officially.
This is screen shot.
[cps3.c] support rowscroll on the score layer of cps3, fixes jojoba combo meters Thanks to Codex on ChatGPTPro, finally I could backporting of fix into 0.106 source based. https://github.com/mamedev/mame/pull/4035 steps: 1. Extract differences on cps3.cpp on between mame 0.202 and 0.203 written by C++. 2. Apply these differences into cps3.c on 0.106 which was writted as C99. I'm happy if this code had applied into your build environment or AdvancedMAME officially.
Im running this version here: https://forums.arcade-museum.com/threads/usb-dvg-users-support-thread.538841/ And have it exporting to my own custom DAC. Question time! The only game I can get running is Lunar Lander. I've tried lots of different versions of Asteroids, and none of them work. Am I missing somthing? Either they just spit out back to the command line, or render a black screen. The logs dont give me much to go on. Is there a list of supported games? And, can it run Vectrex games, and how?...
Hello, I found 2 bugs. AdvZip cannot create an archive when there are only 0 byte files. AdvZip has a problem with Unicode in the file name. I created a small Windows CMD script that reproduces and demonstrates the error. Can someone reproduce the errors? Thanks a lot. "Test.cmd" in UTF-8 @echo off cd /d "%~dp0" chcp 65001 echo. ver.exe advzip.exe -V echo. echo.create files echo. fsutil file createnew "_test_0.txt" 0 fsutil file createnew "_test_1.txt" 1 fsutil file createnew "_test_äöü.txt" 1 advzip.exe...
Confirming - it works again. Item: In the settings menu, the version displayed is "5.0-4-ga253697c" which looks a bit odd. It should rather read "5.0.4", shouldn't it? ;-)
Uploaded also the .deb to http://ftp.advancemame.it/
Thanks - I would need the Raspberry binary though ... (I tried compiling myself a long while ago, I had issues, so I rely on your pre-compiled versions that run right out of the box).
Working on it....
Maybe I found the issue. Check with the source code in git, or with the precompiled binaries at http://ftp.advancemame.it/
It seems that one has not been fixed, the bug is still present with AdvMame 5.0 :-( No way to keep individual games' key mappings, AdvMame erases them.
I'm afraid the bug (present since 4.0), that AdvMame deletes individual games' input_map entries has not been fixed. :-( https://sourceforge.net/p/advancemame/discussion/313511/thread/1539a5ca8f/
AdvanceMAME v5.0 has been released at : http://www.advancemame.it AdvanceMAME/MESS are unofficial MAME/MESS versions with an advanced video support for helping the use with TVs, Arcade monitors, PC monitors and LCD screens. AdvanceMENU is a frontend for the AdvanceMAME, AdvanceMESS, MAME, MESS and any other emulator. They run in Linux, Mac OS X, DOS, Windows and in all the other platforms supported by the SDL library. New games supported or improved: [arcadez2003] [grant2258] 19yy - 19YY aladmdb...
Just realized that you want to use with the fixed resolution of your LCD screen, and not with an arcade monitor. Try disable the SDL support. Like with ./configure --disable-sdl --disable-sdl2 and to comment the "dtoverlay=vc4-fkms-v3d " in /boot/config.txt. This is what I do to use my LCD TV, and it works with buster and bookworm. No need to use advcfg as it tries to use customized video mode. It's intended for CRT monitors. Anyway, in the next weeks I plan to release a ready to use distribution...
Check the install.txt documentation. It contains some useful info for Raspberry. Anyway, ensure to use the older Raspbian "stretch", and not the more recent ones.
Hi, I am try to run a self-compiled (from GitHub head) version of advmame on a raspberry pi 3 running Raspberry PI OS without an X environment (direct to framebuffer) on a HDMI 1920x1080 lcd screen. It is my understanding that in this very specific use case I am not supposed to fiddle too much with AdvMame configuration. I should just launch a rom and it should be working. Unluckily this is not true in my case: if I launch advmame with default configuration I get: "No valid video mode available"....
Hi, I am try to run a self-compiled (from GitHub head) version of advmame on a raspberry pi 3 running Raspberry PI OS without an X environment (direct to framebuffer) on a HDMI 1920x1080 lcd screen. It is my understanding that in this very specific use case I am not supposed to fiddle too much with AdvMame configuration. I should just launch a rom and it should be working. Unluckily this is not true in my case: if I launch advmame with default configuration I get: "No valid video mode available"....
I have been getting back to C64 lately (this was my system in the 80's, I think everyone's system is in that era), and many I have succesfully loaded and played. Certain games for some reason, it loads but I can't seem to get it to start. ex: Skramble was one of fav game by Anirog. It loads up fine but when it says to Press Fire Button to Play, it just would'nt. I went to all of the settings for P1 & P2 controls to no avail. Even pushing all the keys especially SPACE & RETURN, NADA. Also, I manage...
I have been getting back to C64 lately (this was my system in the 80's, I think everyone's system is in that era), and many I have succesfully loaded and played. Certain games for some reason, it loads but I can't seem to get it to start. ex: Skramble was one of fav game by Anirog. It loads up fine but when it says to Press Fire Button to Play, it just would'nt. I went to all of the settings for P1 & P2 controls to no avail. Even pushing all the keys especially SPACE & RETURN, NADA. Also, I manage...
I have been getting back to C64 lately (this was my system in the 80's, I think everyone's system is in that era), and many I have succesfully loaded and played. Certain games for some reason, it loads but I can't seem to get it to start. ex: Skramble was one of fav game by Anirog. It loads up fine but when it says to Press Fire Button to Play, it just would'nt. I went to all of the settings for P1 & P2 controls to no avail. Even pushing all the keys especially SPACE & RETURN, NADA. Also, I manage...
I have been getting back to C64 lately (this was my system in the 80's, I think everyone's system is in that era), and many I have succesfully loaded and played. Certain games for some reason, it loads but I can't seem to get it to start. ex: Skramble was one of fav game by Anirog. It loads up fine but when it says to Press Fire Button to Play, it just would'nt. I went to all of the settings for P1 & P2 controls to no avail. Even pushing all the keys especially SPACE & RETURN, NADA. Also, I manage...
spacefev (Space Fever) Game Select now is perfect. Changes are now saved. Thanks Andrea
thanks Andrea, I just donwload it and it's midnight. I will try the b225 tomorrow. i will just mentione this others: seta (crazy fight) Hardcoded key (can't save it) PORT_START_TAG("IN2") //Player - $610004.w PORT_BIT( 0x0001, IP_ACTIVE_LOW, IPT_OTHER ) PORT_NAME("top-center") PORT_CODE(KEYCODE_5_PAD) PORT_BIT( 0x0002, IP_ACTIVE_LOW, IPT_OTHER ) PORT_NAME("bottom-center") PORT_CODE(KEYCODE_2_PAD) PORT_BIT( 0x0004, IP_ACTIVE_LOW, IPT_OTHER ) PORT_NAME("top-left") PORT_CODE(KEYCODE_4_PAD) PORT_BIT(...
Check beta 225. Now you should be able to configure and save also such IPT_OTHER inputs.
Perfect Andrea, Thank you much. I know I have mentioned this before (i did a search and it was back in 2020). Wow can't belive 5 years went by so quick. Anyway, thank you very much for this update/fix. I know there is another one like this situation on Mame/Advmame. Its the spacefev (n8080.c) game that puzzled me years ago and gave up ont it. It's up to you if you want to do something with it. Here it is. The ABC is to select what type of game you want to play but this keys (QWE) is also hardcoded...
Try with the beta 224, it should be fine now, and also configurable. The issue is that it was a not standard key name. Now I switched it to IPT_START and changed "Select" to IP_SELECT.
I was just looking at the old SRC maybe it has accidentaly been changed to NONE PORT_START / [8] SWCHB / PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_KEYBOARD) PORT_NAME("Reset Game") PORT_CODE(KEYCODE_2) PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_START) PORT_NAME("Select Game") PORT_BIT ( 0x04, IP_ACTIVE_LOW, IPT_UNUSED ) PORT_DIPNAME( 0x08, 0x08, "TV Type" ) PORT_CODE(KEYCODE_C) PORT_TOGGLE PORT_DIPSETTING( 0x08, "Color" )
Oh Wow Andrea, perfect. Now the "C" for Color/Black-White is gone but now the option for RESET GAME "2" is not funtioning. You can change it in the option for this sytem (it's always set to NONE) but after the change it does not save it in the RC file (in old version, it's was default to 2). I tried Space Invader & River Raid, it does not work (you can't start the game) untill you go to the option to set a KEY. Thanks again.
Oh Wow Andrea, perfect. Now the "C" for Color/Black-White is gone but now the option for RESET GAME "2" is not funtioning. You can change it in the option for this sytem (it's always set to NONE) but after the change it does not save it in the RC file. I tried Space Invader & River Raid, it does not work (you can't start the game) untill you go to the option to set a KEY. Thanks again.
Oh Wow Andrea, perfect. Now the "C" for Color/Black-White is gone but now the option for RESET GAME "2" is not funtioning. You can change it in the option for this sytem (it's always set to NONE) but after the change it, it does not save it in the RC file. I tried Space Invader & River Raid, it does not work (you can't start the game) untill you go to the option to set a KEY. Thanks again.
Oh Wow Andrea, perfect. Now the "C" for Color/Black-White is no longer but now the option for RESET GAME "2" is not funtioning. You can change it in the option for this sytem (it's always set to NONE) but after the change it, it does not save it in the RC file. I tried Space Invader & River Raid, it does not work (you can't start the game) untill you go to the option to set a KEY. Thanks again.
OK, got it. Try with the beta 222 at http://beta.advancemame.it/
yes I only use PURE DOS for OS with DOS Version of Advmame. Atari 2600 has the SWITCH "COLOR/BLACK White" on the unit. If you try Asteroids or Space Invaders, when you press "C" on the keyboard, it swithces to Black/White or COLOR. Thanks
I'm not sure I understand the problem. I tried running some Atari 2600 games, but pressing the "C" key doesn't seem to have any effect. For example, when I run: advmess a2600 -dev_cart amidar=amidar.bin I assume you're using the DOS version? I haven't checked that one in a while, but I don't recall something like that...
Always happy and greatfull for Admame/Advmess to be updated. I use to compile my own flavor but stop many years ago. The one thing that I always check on the New Update is some New Games Added, fixed etc... but there is this one thing that I wanted to see. For the Atari 2600, the KEY C is hardcoded to make the screen Black/White to Color. Some games on the Atari does not use this but many does. My Control is using that key "C" and does give me a little mystery when someone plays a game and sudenlly...
ok for those who are running dkongx, here is the script to quickly press P1 Button1 so the player have no chance to see that Setting Screen on Boot Up. dkongx/script_play simulate_event (p1_button1,1500); Thanks Andrea for all the Hard work. Dunno if it's been reported, I think Fire Barrel Hi-Score is not being displayed. Dkongx : Kong scream/yell is garbled in the intro. Thanks Again.
Thanks for the Update Andrea. v4.0-188 dkongx now works (just a little glitch on the sound of Kong screaming (before game begins. Garbled for some reason). Hammer Away Sound now Works. Thanks for making the Ms. Pacman Twin True Dos 8.3 (mspactwn.zip). Have a question I can't seem to figure out about dkongx. I have this script to push P1-Button1 to bypass that Seetings Menu when game boots up. dkongx/script_play delay(50); simulate_event(p1_button1,50); it does not work. Is this the correct syntax...
Thanks for the Update Andrea. v4.0-188 dkongx now works (just a little glitch on the sound of Kong stumping (not the intro, but before game begins. Garbled for some reason). Hammer Away Sound now Works. Thanks for making the Ms. Pacman Twin True Dos 8.3 (mspactwn.zip). Have a question I can't seem to figure out about dkongx. I have this script to push P1-Button1 to bypass that Seetings Menu when game boots up. dkongx/script_play delay(50); simulate_event(p1_button1,50); it does not work. Is this...
The version 188 at https://ftp.advancemame.it/ should have now dkongx working.
Are you referring to the release 4.0? The work in progress build should have Hammer Away working and Mspactwin renamed to Mspactwn. Anyway, you can get the prerelease here: https://ftp.advancemame.it/ You can check the pull request list to have an idea of the changes: https://github.com/amadvance/advancemame/pulls?q=is%3Apr
Thanks for the quick reply Andrea. Also when I tried Hammer Away (also states that it is working), it's not working. (New Working Hammer Away (#120) [arcadez2003]) I just gave up on it. Glad the Mspactwin is working (filename should be converted to 8.3 (mspactwi). The saved hi-scores is mspactwin.hi (9.3). Like I mentioned on my previost post, I just load DOSLFN to mspactwin working. Thanks, maybe on the next version. I been using DOS ever since and I never upgraded. I only use Advmame in my cabinet....
You are right, it's not working...
Was happy to see this added in v4.0 and Itried it. Does it really WORK ? All I get is a screen (settings) with some BAD messages and say Press Button etc... but when I do, Game is not working (screen is all garbled). Hope someone tells what the status with this game is cause it states in the Whatsnew, It's working. Made sure I got the ROM and checked each CRC and all matched. Just in case, I am running Advmame in PURE DOS.
Was happy to see this added in v4.0 and Itried it. Does it really WORK ? All I get is a screen (settings) with some BAD messages and say Press Button etc... but when I do, Game is not working (screen is all garbled). Hope someone tells what the status with this game is cause it states in the Whatsnew, It's working. Made sure I got the ROM and checked each CRC and all matched.
Solution found (Running TRUE DOS v7.1) 1. Run DOSLFN TSR Program (this uses around 26k of Memory) Now you can execute advmame mspactwin & works as it should. 2. Remove from Memory if not needed anymore (DOSLFN -U) In my setup, I need as much FREE MEM for other games to RUN. I use BATCH Script to run the Games, so I can add the DOSLFN to load & unload at will. Note: Also if you take a MNG record of the MSPACTWIN. it will create a 8.3 format (MSPACTWI.MNG) file.
I tried mspact~1 mspactwin throwing me ROMS not found (I have the ROMS). DOS is 8.3 format. Should the ROMNAME in the source be changed to an 8.3 format ? Thanks
SOLVED! Got something on the Pi4 that doesn't let me save on exit...even with "misc_smp no" it wasn't happy. Tried on a Pi3, and it let me save the settings....which then let me use those config file lines on the Pi4 version. Lines in question, specifically for Golden Tee 3D: gt3d/input_setting[p1_trackballx] keydelta:32,centerdelta:32,sensitivity:50,reverse:1 gt3d/input_setting[p1_trackbally] keydelta:32,centerdelta:32,sensitivity:50,reverse:0
Currently playing with an ultimarc trackball under retropie on a Pi4. Got the trackball working, but I can't save the sensitivity settings. I've confirmed I've got "config save_at_exit", but the values don't persist. From the docs, it sounds like I can add lines to the advmame.rc file for input_setting....but it doesn't list examples for trackball X and Y sensitivity. I've tried various names, but they all cause advmame to exit on boot. Is there somewhere documented for setting that sensitivity?...
Being a bit more precise: Start a game, TAB into its settings > Input (this game) Change whatever is desired Exit back to the game ... changes are saved and work as desired Exit game Start game again ... changes still work as desired Exit game ... changes have been deleted from advmame.rc Start game again ... changes do not work, this game's input controls are set to default
Since version 4.0, Raspberry binary: Key mappings for individual games in advame.rc, e.g. qbert/input_map[p1_right] keyboard[0,right] keyboard[0,down] (on my pi2Jamma cabinet with the pikeyd165 Jamma driver, this recognizes a diagonal joystick move) get completely erased after exiting the game. So far I have seen this behaviour for input_map only, other game specific settings are not affected. No problem up to version 3.10. This is most annoying especially with qbert, but also with other games when...
Thank you, that's great! Are you going to provide an updated pre-compiled Raspberry binary as well? Servus pinhHP
I just added a new 'misc_cocktail' option in the github repository. Ciao, Andrea
Is there a way, like e.g. 'misc_freeplay', to automatically set cocktail mode for all games that support it?
Got it - thank you!
Please retry now
It seems the Raspberry Pi binary for ARM is not available for download.
AdvanceMAME v4.0 has been released at : http://www.advancemame.it AdvanceMAME/MESS are unofficial MAME/MESS versions with an advanced video support for helping the use with TVs, Arcade monitors, PC monitors and LCD screens. AdvanceMENU is a frontend for the AdvanceMAME, AdvanceMESS, MAME, MESS and any other emulator. They run in Linux, Mac OS X, DOS, Windows and in all the other platforms supported by the SDL library. This is the list of changes: Attempt to get Mirax up and Running (#170) [arcadez2003]...
Excellent catch, that was indeed the issue, and your suggestions both moved me past the failure. It sucks that GNU didn't agree on a remediation approach in time for the v14.2 release; it's now pushed back to v15 provided they can arrive at some consensus. I'm much obliged to you all the same, though.
AdvanceCOMP web page issues
Thanks!