Mame Gp32 1.9 !!!


Franxis

MAME 4 ALL
Joined
Aug 22, 2004
Messages
788
Age
49
Location
Spain
Website
franxis.zxq.net
http://www.talfi.net/gp32_franxis/

29-09-2005:

New MAME GP32 1.9:

- Added DrZ80 Z80 ASM ARM core v0.001. Thanks to Reesy for letting me to release this preview version of his core, and also thanks a lot for the help during the integration and also for adding specific code needed by MAME.
- Updated Cyclone M68000 ASM ARM core v0.0082. Thanks to Dave, Reesy and Notaz.
- New centering screen code by new colaborator Pepe_Faruk.
- Thanks to all paypal donators: gp32x.de, Federico Mazza, Nandove, Videogame Stuff and Denis Evans.

Download MAME GP32 1.9 (10.8 Mb)
Download MAME GP32 1.9 (source code) (2.2 Mb)

IMPORTANT NOTES:
- Compatibility of DrZ80 core is still limited. I recommend to use this core only for games running slowly with old C core.
- Black Tiger with DrZ80: To play Black Tiger, use bootleg version of the game.
- 1943 with DrZ80: To play 1943, use japanese version of the game instead of US version.
 
GAK!!! First post ;)

AWESOME news, man!! Thanks so much for all your hard work ... you F*%&%#$ing ROCK!!

Edit: well, 'shared' first post at least :lol:
 
I've been playing my gp32 less and less these days, but even so it's really nice to see such an active project. A big thumbs up guy!
 
i love how much work is being put into mame development for this machine

years ago i bought a hotrod arcade stick for Mame on my PC and there's nothing like it, I've got my money's worth.. but honestly it's even more fun just having it in the palm of my hands with GP32.

absolutely the most fun part of mame, in it's heyday, was watching it's progress to see which games you remembered would be emulated next. now it's happening all over again in the ultimate fashion!!

thanks you guys, and keep up the incredible work!
 
Franxis posted on Sep 29 2005 at 08:54 PM said:
http://www.talfi.net/gp32_franxis/

- Compatibility of DrZ80 core is still limited. I recommend to use this core only for games running slowly with old C core.


Franxis I remember you saying that there is a graphical glitch in MrDO! when using the new Dr Z80 core. You are right but I found out something interesting that may help.

The graphical glitch shows as a black vertical bar with graphics missing. But I found that when I messed with the "video clock" setting that the bar appears in a different spot. at 80% it is in the center and the higher I go with it the more right it moves. Also when I mess with the audio clock setting it does the same thing. Some sort of a timing issue? I hopethis may help you to find the bug.

Also as of the previous version (not DrZ80 related) or so Q*bert makes a loud buzzing sound in the game.

Thanks for everything and good job :)
 
Last edited by a moderator:
I tried Super Bobble Bobble in with DrZ80, and it has problems: the EXTEND can be completed veeeery fast (all the 6 letters in 2 levels, and then again), sometimes (when shuting a lot of bubbles, I think) the character gains 8000 or 10000 point as if he had taken a giant fruit/cake. To complete the scene, about in the 10th level the collisions stopped working.

A suggestion for the launcher:
- a filter to see only the games specific for each fxe, so we don't need to copy the 15fxes both in GPMM and in MAMEGP32
- when running a game, the possibility to come back to the settings (as it is now), and then back to the game list, without resetting the GP32

Go MAME-devs Go! :)
 
GiG posted on Sep 30 2005 at 11:26 AM said:
- when running a game, the possibility to come back to the settings (as it is now), and then back to the game list, without resetting the GP32

Do you rename MameGP32.fxe? (i.e MameGP32 1.9.fxe). I had this problem also untill I kept the original filename.

:)
 
Last edited by a moderator:
GiG posted on Sep 30 2005 at 11:26 AM said:
I tried Super Bobble Bobble in with DrZ80, and it has problems: the EXTEND can be completed veeeery fast (all the 6 letters in 2 levels, and then again), sometimes (when shuting a lot of bubbles, I think) the character gains 8000 or 10000 point as if he had taken a giant fruit/cake. To complete the scene, about in the 10th level the collisions stopped working.

A suggestion for the launcher:
- a filter to see only the games specific for each fxe, so we don't need to copy the 15fxes both in GPMM and in MAMEGP32
- when running a game, the possibility to come back to the settings (as it is now), and then back to the game list, without resetting the GP32

Go MAME-devs Go! :)

hi, there's a few problems like that on the original bootleg board. it's because the bootleggers did not crack the encryption fully when making the pirate board.

it also seems that any game with custom z80 does not work with the cyclone.
 
Last edited by a moderator:
Those problems with Super Bubble Bobble could be caused by bootleg (you should compare between normal Z80 core and DrZ80 core). But also could be caused by DrZ80, because the integration now is quite cute yet...

About Cyclone with custom Z80 chips, i don't understand you...
 
1942: broken
Arkanoid: Resets after initial scrren
Circus Charlie: plays smooth but sound is all broken
Circus Charlie (level select): plays smooth but sound is all broken
Commando: Locks up on initial screen
Dig Dug: runs fine
Donkey Kong: runs fine. Sound is all crackling though.
Donkey Kong Jr: runs fine. Sound is all crackling though.
Elevator Action: runs fine. Needs some frameskip though.
Exed Exes: locks up on initial screen
Frogger: sound is broken
Galaga: plays like butter with FS0 and 188Mhz :)
Gemini Wing: playing way faster but sound is broken. Graphic bugs also appear and no enemies appear.
Green Beret: runs fine and way faster now. Sound is low and crackling.
Gyruss: much faster now - but sound is broken
Jungle King: runs great now (it was broken with the C core in the river stage)
Mr. Do!: plays fine and sound is great. Some graphic glitches though.
Mr. Do! Run Run - coin insertion does not work
Mr. Do! Castle - coin insertion does not work
Mr. Do! Wild Ride - coin insertion does not work
Ms. Pac Man - smooth. Runs great!
New Rally X: reboots after test screen
Pengo: appears locked up for about 20 seconds, then garbage appears on the screen, locking up in that state.
Rygar: runs great now. Sound cracks a lot though.
Silkworm: runs great
Snow Bros: plays excellent
Super Cobra: runs fine
Tac Scan: broken - graphics show messed up
Terra Cresta: working much faster. Very playable now.
Time Pilot: runs smooth, sound is broken though
Tokyo / Scramble Formation (bootleg): resets after the beginning of gameplay
Traverse USA: runs fine
Up'n Down: not only plays faster but it now works fine! It has bugs in the previous core. With DrZ80 it works great!


Great work! Can't wait to see the next version :)
 
games that run on encrypted z80's, games that used a z80 (often with battery backed) with code on the same chip to stop bootlegging, the chips were often cracked by ops/bootleggers to run on a standard z80.

a good example of this is the sega1094 which is a custom 68k with battery backed code (used on 90% of system 16/18/24 boards).

i don't know much about emulating this, but some people have made cracked roms for the orignal boards (eg the wonderboy 2 roms) so you can program them back and swap out the custom z80 with a standard one, done it many a time on the real boards, but i think emulation wise, it's just a change of romname/crc + machine code for the z80.
 
Compatibility notes:

Arkanoid: try other versions. I tested and it ran ok.
1943: Use japanese version.
Black Tiger: Use bootleg version.
Galaga: correct speed now.
Ghosts'n Goblins: faster now.
Gunsmoke: faster now.
Gradius: Faster now, use oldgfx core.
Green Beret: faster now.
Kung Fu Master: faster.
Pacman: Use namco version.
Pengo: use not encrypted version.
Rygar: faster.
Sidearms: faster.
Silk Worm: faster.
Tehkan world cup: faster.
wonderboy: use not encrypted version.
xevious: faster.
 
Jaw posted on Oct 1 2005 at 05:31 PM said:
games that run on encrypted z80's, games that used a z80 (often with battery backed) with code on the same chip to stop bootlegging, the chips were often cracked by ops/bootleggers to run on a standard z80.

a good example of this is the sega1094 which is a custom 68k with battery backed code (used on 90% of system 16/18/24 boards).

i don't know much about emulating this, but some people have made cracked roms for the orignal boards (eg the wonderboy 2 roms) so you can program them back and swap out the custom z80 with a standard one, done it many a time on the real boards, but i think emulation wise, it's just a change of romname/crc + machine code for the z80.

Thank you for your message ...

Yes probably there is something unsupported with these encrypted z80's on DrZ80. There are some original games that don't run, but bootleg or not encrypted version run ok (i.e. black tiger, pengo, wonder boy, etc).

Maybe there a lot of more games that will run ok with those cracked roms in DrZ80.

Regards.
 
Last edited by a moderator:
Up n' Down is fixed? I've been waiting aaaages for that to work, I love that game.
But, sounds like some others are now broken (Mr Do nooooo it was perfect!). I haven't gotten this last update yet, if I get it will I be able to use the old core still to make Mr Do etc work or has that old core been replaced completely?
 
alyinsanfran posted on Oct 3 2005 at 11:12 PM said:
Up n' Down is fixed? I've been waiting aaaages for that to work, I love that game.
But, sounds like some others are now broken (Mr Do nooooo it was perfect!). I haven't gotten this last update yet, if I get it will I be able to use the old core still to make Mr Do etc work or has that old core been replaced completely?

MAME GP32 1.9:

mamegp32.fxe -> ("MAME GP32 1.9") Launcher with old c core
mamegpdr.fxe -> ("MAME GP32 1.9 (DrZ80)" Launcher with new asm core
 
Last edited by a moderator:
I've finnaly compiled something for the GP32 thanks to Franxis for some help.
Now I've been poking around with Reesy's cpu core and implementing macros to make the code more readable and easier to maintain.
My main problem is that I can't for my life see any speed improvment with the asm core over the C one... might be good with some kind of FPS meter or something like that to see if there is any reason to optimise/fix some more?
I couldn't check Bubble Bobble as I seem to have the wrong rom set.
:ph34r:
 
FluBBa posted on Oct 28 2005 at 01:37 PM said:
I've finnaly compiled something for the GP32 thanks to Franxis for some help.
Now I've been poking around with Reesy's cpu core and implementing macros to make the code more readable and easier to maintain.
My main problem is that I can't for my life see any speed improvment with the asm core over the C one... might be good with some kind of FPS meter or something like that to see if there is any reason to optimise/fix some more?
I couldn't check Bubble Bobble as I seem to have the wrong rom set.
:ph34r:

DrZ80 support is still preliminar and the compatibility is low. Speed improvement is noticeable depending on the game (check i.e. Black Tiger bootleg). "Bubble Bobble" does not run neither C nor ASM core, "Bobble Bobble" runs ok with C core but has problems with ASM core (game collisions stop running ok after some time).
 
Last edited by a moderator:
Back
Top