Hi Pernod70,
i found a problem with CAS loading in MAME for a few games.
sorry i can't give you too much technical info.
but i guess it's some sort of tape protection that MAME can not read yet.
Underbeings of Croth.
this requires approx 10 seconds of silence (1075 bytes or more of [55]) before loading the data part.
adding the extra bytes fixes the CAS loading in Xroar.
but MAME seems to skip that 'gap' and go straight to the start of the data load.
this causes the game to stop loading with an error.
A WAVE file works at this point.
if you spilt the CAS file into two parts main+gap and DATA, and swap the CAS file after loading the main part.
it carries on loading and works.
A very similar problem with this game...
Return Of The Ring.
this stops at the loading screen as it checks and loads random data, it fails and resets the machine.
again if you split the CAS file at that data check point, and swap the files it works.
MAME Emulation
Re: MAME Emulation
- Attachments
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- Return Of The Ring [mame].zip
- (45.36 KiB) Downloaded 1116 times
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- Underbeings of Croth.zip
- (153.82 KiB) Downloaded 1055 times
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Re: MAME Emulation
Unlikely - even though XRoar now writes CUE data when rewriting, it always puts a run of leader bytes in to account for any silences if CUE weren't understood.
I've actually done this wrangling for Underbeings myself too just recently and can confirm that even if I just remove the CUE data from the end (so no special timing information available), XRoar can load it but MAME can't. A simple 'cas2wav' of that self same CAS file, and MAME is fine with it.
Edit: attached a zip with non-working CAS and working WAV generated from it. The CAS has no CUE data.
Is it possible MAME is actually interpreting the structure of the CAS file (and skipping "excess" leader) where it should just be feeding them to the emulation as a sequence of pulses/waves?
- Attachments
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- underbeings.zip
- (66.55 KiB) Downloaded 1089 times
Re: MAME Emulation
I posted a report on MameTesters about the NTSC artifacting on PAL Dragon machines, and got curious about it so I think I'm near having the PAL artifacting working.
Re: MAME Emulation
Hi Roberto Carlos,
that's really a great job what you are doing. The colours are very clean!
Looking forward to try the new MAME version that comes with this changes
Thanks a lot
cheers
pere
that's really a great job what you are doing. The colours are very clean!
Looking forward to try the new MAME version that comes with this changes
Thanks a lot
cheers
pere
Re: MAME Emulation
From those screenshots I have no idea which is which, which is why I didn't want to get involved with the 6847. When you're done make a Pull Request and hopefully someone more familiar with it will get it merged.
Re: MAME Emulation
The left one is with pal artifacting and the one on the right is without any artifacting.
As soon as I finish it, I’ll make that pull request.
As soon as I finish it, I’ll make that pull request.
Re: MAME Emulation
on the subject of Artifacting...
can you tell me if that status can be changed from the command-line in MAME.
VDG - OFF (0), Standard (1), Reversed (2).
i guess it will be something like this, if it exists...
-:vdg:artifacting 0
editing the cfg works.
<port tag=":vdg:artifacting" type="CONFIG" mask="3" defvalue="1" value="0" />
can you tell me if that status can be changed from the command-line in MAME.
VDG - OFF (0), Standard (1), Reversed (2).
i guess it will be something like this, if it exists...
-:vdg:artifacting 0
editing the cfg works.
<port tag=":vdg:artifacting" type="CONFIG" mask="3" defvalue="1" value="0" />
- Attachments
-
- mamemenu.PNG (13.27 KiB) Viewed 113772 times
I am, you are, we are, they're not...
Re: MAME Emulation
can i please request it?.
i would also like option to disconnect LEFT or RIGHT Joystick from the command line.
i have seen strange / disabled fire buttons, when both joysticks are enabled in a couple of games.
e.g. SHAFT
this ends up mapping RIGHT fire button on KEY 7.
I am, you are, we are, they're not...