MAME Emulation

A place to discuss everything Dragon related that doesn't fall into the other categories.
Post Reply
User avatar
robcfg
Posts: 1529
Joined: Sat Apr 04, 2009 10:16 pm
Location: Stockholm, Sweden
Contact:

Re: MAME Emulation

Post by robcfg »

I see it's been merged 8-)
Yes! I’m super happy about that! :mrgreen:
pser1
Posts: 1655
Joined: Sun Mar 25, 2012 7:32 pm
Location: Barcelona (SPAIN)

Re: MAME Emulation

Post by pser1 »

robcfg wrote: Thu May 09, 2019 2:22 pm
I see it's been merged 8-)
Yes! I’m super happy about that! :mrgreen:
Hi,
If I downloaded the latest version, would this modification already be incorporated?
thanks
pere
User avatar
robcfg
Posts: 1529
Joined: Sat Apr 04, 2009 10:16 pm
Location: Stockholm, Sweden
Contact:

Re: MAME Emulation

Post by robcfg »

If you download and compile the latest code from gothub yes. If you don’t want or can’t compile it, you’ll have to wait for the next official version.
.mad.
Posts: 143
Joined: Fri Mar 15, 2019 4:22 pm
Location: Born in the North

Re: MAME Emulation

Post by .mad. »

Pernod70 wrote: Thu May 09, 2019 1:40 pm I haven't looked at this yet but would be very surprised if there's an issue. The joystick implementation is shared with the coco machines, which have lots of users, so would've expected them to be submitting bug reports too.
ok just done a little testing.
MESS158
COCO2 - Left and Right Joystick movement and Buttons work ok with 2 player Monkey King.

DRAGON32 - Has no Analogue option to configure. So no joystick control at all - nothing.
key "8" still acts as LEFT fire button, starting game.

MAME197
COCO2 - Right Joystick - has no control moving LEFT. Up, Down, Right, Fire. are ok.
Left Joystick - all good.

DRAGON32
LEFT controler - movement ok, no FIRE button. key "8" still works as FIRE in emulated keyboard mode.

so maybe????
COCO2 and Dragon32 joystick code is ever so slightly different (typo).

Xroar Joystick LEFT control is working for me.
so you could check that source code and compare for any obvious control differences. :idea:
I am, you are, we are, they're not...
.mad.
Posts: 143
Joined: Fri Mar 15, 2019 4:22 pm
Location: Born in the North

Re: MAME Emulation

Post by .mad. »

just done further testing.
recompiled MAME 202 with just Dragon and COCO2 machines.

***removed Joysticks from USB ports in PC.

enable 2 joysticks in MAME config.

remap keys for left analogue joystick (W,S,A,D,\).
control works with both machines in left and right ports (using keyboard to control).

the default joystick key settings for Dragon Right & Left ports both use NUMPAD 8 for Up.
however "8" also acts as the fire button in a LEFT port game.
so that is a conflict.
and "7" also acts as fire button in RIGHT port games (not a problem in most games).

With COCO2 same setup.
There is no conflict with numpad 8. 7 or 8 do not act as fire buttons.
in Analogue control options, there is an extra setting that Dragon doesn't show enabled MOUSE X, MOUSE Y.
control works perfect using remapped or default keyboard.

going to test with alternate joystick ports enabled/disabled.
I am, you are, we are, they're not...
.mad.
Posts: 143
Joined: Fri Mar 15, 2019 4:22 pm
Location: Born in the North

Re: MAME Emulation

Post by .mad. »

Finally solved!

Problem is the default keymap/joystick settings MAME uses.
even when the Joystick port is set to "Unconnected".

to enable FIRE in LEFT joystick.
you MUST enable RIGHT Joystick, and remap all controls to NONE.

This testing also found another problem.
SPACE seems to be disabled to start a keyboard game in Caverns of Chaos.
which does work in Xroar.
Attachments
left working 1.PNG
left working 1.PNG (20.28 KiB) Viewed 92607 times
left working 2.PNG
left working 2.PNG (43.57 KiB) Viewed 92607 times
left not working 1.PNG
left not working 1.PNG (22.92 KiB) Viewed 92607 times
left not working 2.PNG
left not working 2.PNG (16.2 KiB) Viewed 92607 times
I am, you are, we are, they're not...
.mad.
Posts: 143
Joined: Fri Mar 15, 2019 4:22 pm
Location: Born in the North

Re: MAME Emulation

Post by .mad. »

robcfg wrote: Mon May 06, 2019 8:54 pm I've created a pull request to add my changes to MAME's source code: https://github.com/mamedev/mame/pull/4980

:ugeek:
your sample pics look very nice.
but when i recompile the latest source code from GITHUB, the artifacting looks broken.

this is what i see now, and before...
maybe i did something wrong?
Attachments
artifact-new.png
artifact-new.png (3.22 KiB) Viewed 92597 times
artifact-old.gif
artifact-old.gif (5.02 KiB) Viewed 92597 times
I am, you are, we are, they're not...
User avatar
robcfg
Posts: 1529
Joined: Sat Apr 04, 2009 10:16 pm
Location: Stockholm, Sweden
Contact:

Re: MAME Emulation

Post by robcfg »

That’s how it’s supposed to look like.

If you want to see the red-blue artifacting, start a Dragon Tano machine, which is ntsc.
.mad.
Posts: 143
Joined: Fri Mar 15, 2019 4:22 pm
Location: Born in the North

Re: MAME Emulation

Post by .mad. »

robcfg wrote: Sat May 11, 2019 4:56 pm That’s how it’s supposed to look like.

If you want to see the red-blue artifacting, start a Dragon Tano machine, which is ntsc.
AH!, i see.

I can't (don't want) to believe that WHITE is going to be darkish grey, and BLACK a weird shade of dark green as the MAME standard from now on.
my eyesight is bad enough. ;)

Is there a way we could possibly have both colour settings available, say with an option in the Artifacting TAB?.

i do prefer a pixel sharp image with true red,green,blue,white,black if possible.
Please take no offence with this request.
I really appreciate the time and effort you put into it. 8-)
Attachments
Dunjunz.png
Dunjunz.png (963 Bytes) Viewed 92580 times
0001.png
0001.png (1.24 KiB) Viewed 92581 times
I am, you are, we are, they're not...
User avatar
robcfg
Posts: 1529
Joined: Sat Apr 04, 2009 10:16 pm
Location: Stockholm, Sweden
Contact:

Re: MAME Emulation

Post by robcfg »

No offense in any way, and a very valid point indeed.

The palette I put in is closer to the real thing so, just in emulation terms is the one that should be there.

I don’t think MAME, or most emulators out there, were designed with accessibility in mind. That said, it may be worth to raise the question on the dev forum.

Meanwhile, as you can compile it, I suggest you just copy the old palette values on top of the new ones and compile it again.

Later today, I can point you to the right place to look for it.

Cheers,
Rob
Post Reply