Mame Gp2x 2.5 Is Out!


bacteria

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vaylen

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TelcoLou posted on Aug 24 2006 at 07:56 PM said:
vaylen posted on Aug 24 2006 at 10:50 PM said:
My Donkey Kong rom (dkong.zip) contains the following 15 files

>snip <

Neither one will work with this version of MAME. Has anyone gotten Donkey Kong to work?

Checkk your e-mail ... and edit your post, unless you like gay porn spam :p


... Is there any other kind?

Thanks, though!
 
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vic20-ian

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Franxis - is the sample support only partially implemented?

I get samples played in Galaxians and Gorf, many thanks to you and slaneesh, donation to follow.

However, I get no sound in Asteroids, Astro Blaster, Space Invaders? Astro Blaster samples work on GP32 Mame 2.2.

Please can someone help me get these working on GP2X.

Thanks
 

slaanesh

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I made some changes to some drivers to support samples - this will require a little extra work here and there.
Updated drivers include Zektor, Space Invaders, possible Astro Blaster. All these drivers will also need to be updated in the GP2X version.
 

Rabel1

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Thanks Franxis!

Now both the GP32 and GP2x have better MAME versions than the PSP. :)

Rabel1
 

Greenchili

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Asteroids, Astro Blaster, Space Invaders samples worked fine for me, although the frequency is off and it makes the space invaders sound kinda wimpy.

As for DK Jr. If I remember, way long time ago samples did not really exist. In fact I had created samples based of the Atari 800 version myself to replace them. But by the time I finished the mame team had already fixed the problem. :lol:
 

slaanesh

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Greenchili posted on Aug 29 2006 at 11:28 AM said:
Asteroids, Astro Blaster, Space Invaders samples worked fine for me, although the frequency is off and it makes the space invaders sound kinda wimpy.
Yes they are, and I think I know what's wrong now. I'll make a fix for this soon...
 
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DaveC

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Greenchili posted on Aug 29 2006 at 01:28 AM said:
Asteroids, Astro Blaster, Space Invaders samples worked fine for me, although the frequency is off and it makes the space invaders sound kinda wimpy.

As for DK Jr. If I remember, way long time ago samples did not really exist. In fact I had created samples based of the Atari 800 version myself to replace them. But by the time I finished the mame team had already fixed the problem. :lol:


How can I make the samples work for the DKjr? I can digitize them but I suppose they have to be the right format, sample rate etc. Anyone know the parameters?


@slaanesh do you know why the sound for alot of the sounds are crackly/staticky? One such example is in Donkey Kong anytime there is a "boom" type sound (like when Dk beats his chest or jumps on girders in beginning) it crackles severly. It seems like it is clipping or something.
 
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slaanesh

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DaveC posted on Aug 29 2006 at 12:10 PM said:
How can I make the samples work for the DKjr? I can digitize them but I suppose they have to be the right format, sample rate etc. Anyone know the parameters?
.SAMs are 8bit signed. Use either 11025 or 22050 sample rate.

Was there no dkngjr.zip in the Samples Archive package? I don't have access to my home computer at the moment so I can't check...
DaveC posted on Aug 29 2006 at 12:10 PM said:
@slaanesh do you know why the sound for alot of the sounds are crackly/staticky? One such example is in Donkey Kong anytime there is a "boom" type sound (like when Dk beats his chest or jumps on girders in beginning) it crackles severly. It seems like it is clipping or something.
The mixer should not let any clipping occur - well at least in the GP32 version. I assume the GP2X version should be good for this too.
The game must run at Frameskip = 0, or there may be some problems - I still need to fix this.
I will try and run an older version of MAME and use these samples to see what it sounds like. I have a feeling some problems may go away as I think the frequency problem may be related to this crackling/clipping issue,
 
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DaveC

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slaanesh posted on Aug 29 2006 at 02:44 AM said:
Was there no dkngjr.zip in the Samples Archive package? I don't have access to my home computer at the moment so I can't check...


There was a zip with a few .sam files but many are missing.

Even Donkey Kong has one missing sample. When you clear the second level and DK falls there should be a sound as he falls, that is missing.

I wonder if there is a place to find the missing samples? Most places don't have them anymore as they werent needed for years.
 
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cbox

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DaveC posted on Aug 28 2006 at 08:08 PM said:
slaanesh posted on Aug 29 2006 at 02:44 AM said:
Was there no dkngjr.zip in the Samples Archive package? I don't have access to my home computer at the moment so I can't check...


There was a zip with a few .sam files but many are missing.

Even Donkey Kong has one missing sample. When you clear the second level and DK falls there should be a sound as he falls, that is missing.

I wonder if there is a place to find the missing samples? Most places don't have them anymore as they werent needed for years.


I have all the 0.36 samples on my old laptop, I'll have to check, but I seem to remember everything playing fine there.

OK I checked and my 0.36 samples for Dk Jr. are:

climb.wav
death.wav
drop.wav
jump.wav
land.wav
roar.wav
snapjaw.wav
walk.wav

played it and I get all the sounds.
 
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kevcal

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slaanesh posted on Aug 29 2006 at 03:44 AM said:
.SAMs are 8bit signed. Use either 11025 or 22050 sample rate.
In case you missed my post earlier slaanesh, the invaders samples are 8kHz (well they sound fine when played at that frequency).

DaveC posted on Aug 29 2006 at 04:08 AM said:
There was a zip with a few .sam files but many are missing.
Even Donkey Kong has one missing sample.
When you clear the second level and DK falls there should be a sound as he falls, that is missing.
I wonder if there is a place to find the missing samples? Most places don't have them anymore as they werent needed for years.
Did you try here?? : http://www.mame.net/downsamples.html
 
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slaanesh

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cbox posted on Aug 29 2006 at 02:17 PM said:
I have all the 0.36 samples on my old laptop, I'll have to check, but I seem to remember everything playing fine there.

OK I checked and my 0.36 samples for Dk Jr. are:

climb.wav
death.wav
drop.wav
jump.wav
land.wav
roar.wav
snapjaw.wav
walk.wav

played it and I get all the sounds.
Well I have a WAV2SAM convertor so I may be able to do something with them.
 
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cbox

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Yeah that's where I got my samples from so many years ago, that mame.net page.
 

Greenchili

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Keep in mind some of the sample names changed and I think two or three were added to DKjr as well as two being swapped with eachother.

Easiest thing to do is download the older version of MAME for DOS and do a \"MAME -listsamples dkjr\" to find out what samples it requires as well as their names.
 

Greenchili

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Even Donkey Kong has one missing sample. When you clear the second level and DK falls there should be a sound as he falls, that is missing.

I wonder if there is a place to find the missing samples? Most places don\'t have them anymore as they werent needed for years.
Check again... the sound is there. It\'s the same boom sound he makes when waving his fists and stomping his feet.
 

DaveC

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Greenchili posted on Aug 30 2006 at 10:00 AM said:
Even Donkey Kong has one missing sample. When you clear the second level and DK falls there should be a sound as he falls, that is missing.

I wonder if there is a place to find the missing samples? Most places don\'t have them anymore as they werent needed for years.
Check again... the sound is there. It\'s the same boom sound he makes when waving his fists and stomping his feet.

No you check again.

It is NOT the boom sound when he hits bottom is is the (I don't know how to describe it ) sound that is made AS he is falling. Go check it on a PC version ;)

cbox posted on Aug 29 2006 at 04:17 AM said:
DaveC posted on Aug 28 2006 at 08:08 PM said:
slaanesh posted on Aug 29 2006 at 02:44 AM said:
Was there no dkngjr.zip in the Samples Archive package? I don't have access to my home computer at the moment so I can't check...


There was a zip with a few .sam files but many are missing.

Even Donkey Kong has one missing sample. When you clear the second level and DK falls there should be a sound as he falls, that is missing.

I wonder if there is a place to find the missing samples? Most places don't have them anymore as they werent needed for years.


I have all the 0.36 samples on my old laptop, I'll have to check, but I seem to remember everything playing fine there.

OK I checked and my 0.36 samples for Dk Jr. are:

climb.wav
death.wav
drop.wav
jump.wav
land.wav
roar.wav
snapjaw.wav
walk.wav

played it and I get all the sounds.


I tried converting those but no work.

In DK jr it only plays a few of the converted samples and they are all screechy loud and just wrong. Most do not work at all I suppose they renamed them (as the MAME team LOVES to constantly do) and I don't know what the names should be.
 
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Greenchili

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Even Donkey Kong has one missing sample. When you clear the second level and DK falls there should be a sound as he falls, that is missing.

I wonder if there is a place to find the missing samples? Most places do not have them anymore as they were not needed for years.
Check again... the sound is there. It is the same boom sound he makes when waving his fists and stomping his feet.
No you check again.

It is NOT the boom sound when he hits bottom is is the (I don\\\\\\\'t know how to describe it ) sound that is made AS he is falling. Go check it on a PC version ;)
I tried converting those but no work.

In DK jr it only plays a few of the converted samples and they are all screechy loud and just wrong. Most do not work at all I suppose they renamed them (as the MAME team LOVES to constantly do) and I do not know what the names should be.

Oops I was thinking one thing and said another. The falling sound is there check again. Where did you get your samples from? I downloaded mine right here from GP32X.

The files in my dkong.zip are...

efect00-effect05.sam
interupt.sam
tune01-tune09.sam
tune0b-tune0f.sam

There is no tune0a.sam
 

DaveC

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Greenchili posted on Sep 1 2006 at 12:17 AM said:
Oops I was thinking one thing and said another. The falling sound is there check again. Where did you get your samples from? I downloaded mine right here from GP32X.

The files in my dkong.zip are...

efect00-effect05.sam
interupt.sam
tune01-tune09.sam
tune0b-tune0f.sam

There is no tune0a.sam

I have the same files. There is no falling sound. It is supposed to be like a "whistle" that starts out higher pitched and goes lower pitched as Kong is falling. It is not there on the GP2X.

The running sound is not quite right either. It is only playing half of it, there should be an alternating high-low pitch but only one is there.

DKjr is missing almost every sound.
 
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slaanesh

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I found converting WAVs to SAMs simply didn't work very well.
Also, adding extra samples to sample.zip files won't magically give you extra sounds - each individual sound sample within the sample.zip needs support within the MAME driver.

I had a look at Pepper II (odd game - never seen it before) and it doesn't use samples as the code generates it's own samples and then uses these. I briefly poked around with it but I haven't got it to make a peep (yet).

I'll have a look at Donkey Kong Jr too.
EDIT: I actually just tried this on my Zod using PalmMAME to get an idea of the sounds. Cute. Especially the falling noise.

As for Donkey Kong, I get alternating high-low noise when mario walks along as well as other sounds, but they may be at the wrong pitch.
 
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