Mame 2003 Plus

Discussion in 'Wii - Emulation and Homebrew' started by Wiimpathy, Mar 23, 2018.

  1. niuus

    niuus GBAtemp Advanced Fan

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    This is pretty nice, thanks! While it does run MK2-MK3-UMK3 at 44/53fps aprox. (it just needs the extra push, i guess), it does run all the classic Mortal Kombat games, which is really cool since in all this years this is the first build that i can find that does it. MK and MKLA4 do run full speed. The former has this funny bug where all the voices are replaced by Finish Him :lol:

    The MAME2003-WII-0.3 C core didn't ran any Mortal Kombat game for me, which i found strange. The mame2003_midtunit_libretro.zip performs the same as your build, though it is 1.7.1 based and not complete as yours, so it is safe to say that the one attached here is the better one.

    This is the only one i have not tested yet. Is there a list that i can find with all those capcom boards? (excluding the CPS systems, of course).
     
    Last edited by niuus, Jan 22, 2019
  2. Wiimpathy
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    Wiimpathy GBAtemp Advanced Fan

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    The original max frame rate is indeed 53fps in all MK games. But yes, there are slowdowns. There isn't one build that run all the midway correctly. For example, it seems mk3 runs better in MAME2003-WII-0.2 CoreC.
    It's 0.2 by the way that you'll find in the 1st post. I couldn't compile the latest mame2003+ for midway games.

    The midway core has an alt williams sound driver. One of the side effects is the 'Finish him' bug. That's why I wanted to put a warning in the core saying 'use mkla4.zip instead'. NBA Jam(or TE?) has a similar bug.

    Here's FBA Compatibility list.
     
  3. niuus

    niuus GBAtemp Advanced Fan

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    Yeah, i know about the 53fps. Thanks for the list!

    BTW, i had a blast running your FBA Neo Geo VM cores yesterday for the first time. Are they updatable to 1.7.5, or can they only get to 1.7.4 for memory reasons? Another thing i wanted to ask, is if using devkit 29 has yielded any positive results for your builds. I have seen a bunch of regressions and performance hits past r26, besides increasing the binary dol in size.
     
    Last edited by niuus, Jan 23, 2019
  4. Wiimpathy
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    Wiimpathy GBAtemp Advanced Fan

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    You can find the Neo core in the nightly builds : http://buildbot.libretro.com/nightly/nintendo/wii/
    twinaphex removed languages support as I suggested to have a bit more Ram. So right now, it's not a problem. But since Retroarch is constantly growing I guess one day some games won't fit in memory.

    About r29, well, I've never made a real benchmark but I was stuck with r26 for a long time for this performance reason. The thing is retroarch is compiled with 29.1. I really hope they never upgrade the devkit since the VM code isn't working anymore and I don't know why!
    And as you said the dol increases with r29+ and since we're already at the Ram limit that won't be good either.
     
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  5. niuus

    niuus GBAtemp Advanced Fan

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    Yeah, today i tried 01/20 nightly and it seems to be working as your builds, though with the increase in size i am interested to know if all games run (i had some troubles with one game in Retroarch Nightly, as opposed to your build, for example). Guess i'll be testing game by game, should be useful for me to store a specific build that still supports all games, if it exists of course.
     
    Last edited by niuus, Jan 24, 2019
  6. JustinCredible

    JustinCredible GBAtemp Advanced Fan

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    I'm not asking because I know it's against gbatemp rules, but I don't see how people find mame 2003 roms. I trid googling them but no joy. I only get the option to download them all which I don't want because I don't have the speed, but not individually.
     
  7. rogerioronin

    rogerioronin Member

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    Google => archive org, MAME 2003 (0.78) => ZIP (try searching).
     
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  8. Wiimpathy
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    Wiimpathy GBAtemp Advanced Fan

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    There shouldn't be any differences. Even the largest games(mainly Kof2003, garou) still fit in Ram with the latest builds(by a few KB!). Please, can you tell which game didn't start?
    If there's a error somewhere that's when I made the pull request, and forgot something. Do note that you have to restart the core sometimes when you launch a very large game. In fact, in Retroarch, when you launch several games sequentially, Ram is growing progressively and never freed to the initial state.
     
  9. soniccomcisbr

    soniccomcisbr GBAtemp Advanced Fan

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    @Wiimpathy is possible to update the cores to the current 1.7.5 retroarch. That can make they work better with Wiiflow
     
  10. Wiimpathy
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    Wiimpathy GBAtemp Advanced Fan

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    Mame 2003 Plus 0.4

    The cores in the archive are updated to Retroarch 1.7.6. You have 2 choices:

    * Cores based on the most recent mame2003+ code from february 2019. In /apps/retroarch-wii.
    * Cores based on march 2018. In Alt_dols folder.

    It might work better on 1 core version or the other... Just test them...

    With an usb drive attached some games may have slowdowns(?!). It's very likely the last update here.

    Source code
     
  11. METALIGALO

    METALIGALO Newbie

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    Jun 30, 2018
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    Friends, I have a question.
    is it possible to add the original resolution of the mortal kombat of the arcades in this great emulator?

    I use a crt and use the expected resolution is very important!

    the original resolution is 399x253, thank you all
     
  12. Wiimpathy
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    Wiimpathy GBAtemp Advanced Fan

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    I thought this resolution was included. By the way Mame says 400x254.

    Maybe you could adjust the 'custom aspect...'. I can't give you exact figures, others may have better answers...
     
  13. METALIGALO

    METALIGALO Newbie

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    thanks for your help and your great knowledge in favor of the community, about the mortal kombat and its native resolution is actually generated some problems in the image when using the crt \ pvm, I tried other resolutions that are available and none corrected this if in the future to happen another update would be very important this 400x254 resolution
     
  14. comokepa

    comokepa Advanced Member

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    Feb 6, 2013
    Apparently not on the Wii, with this or any other emulator. In the linked thread you can see a list of available resolutions, none of which is Mortal Kombat’s. It is explained how, for a Wii connected to a CRT, pixel perfect emulation with scanlines is accomplished by setting the emulator to 2× the original horizontal resolution and 1× the original vertical resolution, but Mortal Kombat’s 800px wide (400×2) seems to be beyond the capabilities of the Wii.
     
    Last edited by comokepa, Apr 4, 2019
  15. LumInvader

    LumInvader GBAtemp Regular

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    I haven't had time to test this yet, but how well does Alien Syndrome perform? With Retroarch, it suffers from odd slowdown whenever the screen scrolls vertically.
     
  16. METALIGALO

    METALIGALO Newbie

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    [QUOTE = "LumInvader, post: 8579891, member: 326676"]
    I haven't had time to test this yet, but how well does Alien Syndrome perform? With Retroarch, it suffers from odd slowdown whenever the screen scrolls vertically. [/ QUOTE]

    I will check here in pvm, it has to be in its native resolution 2x not to have this problem, sad that mortal kombat has no solution in the wii
     
    Last edited by METALIGALO, Apr 4, 2019
  17. LumInvader

    LumInvader GBAtemp Regular

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    Thanks. I have aliensyn.cfg set to run @ 640x224 on my Sony Trinitron, which should be OK I would assume.
     
  18. LumInvader

    LumInvader GBAtemp Regular

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    Ok just tested Alien Syndrome with Core D. Played around on the first map with no stuttering. Awesome work, Wiimpathy. :yaywii:
     
  19. TheManHimself

    TheManHimself Newbie

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    Apr 8, 2019
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    I tested out most of the vector games for cores D and F. I noticed that the default vector resolution setting is set to 1024x768: at this resolution, the emulation slows to a crawl. The games will run perfectly when set to original resolution, so maybe that should be the default setting for the core. These games really shine (glow, haha) with vector intensity set to max and a tasteful amount of flicker, definitely an upgrade from MAME 2000/Star Wars running through Rogue Squadron 3.

    The Sega/Gremlin boards aren't putting out any sound, with the exception of the voice samples in Star Trek and Zektor. I'm not sure if this is something that can be fixed, or if it just a limitation of MAME 2003 with these games.