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antiriad
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Re: MAME4ALL for Pi

Fri Dec 06, 2013 9:18 pm

Hi Ridrok,
I get this error during compilation:

Code: Select all

 fatal error: SDL.h: No such file or directory
What did I do wrong?
Thank you.

welshy
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Re: MAME4ALL for Pi

Fri Dec 06, 2013 9:54 pm

antiriad
Did you installed the SDL dependencies before compiling? Puddings Source uses SDL for control input.
"The list of things I have heard now contains everything!"

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antiriad
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Re: MAME4ALL for Pi

Sat Dec 07, 2013 10:17 pm

Ridrok wrote:
antiriad wrote: Hello antiriad,

Can you try to pull, compile and test from the GIT I created, I changed a bit the NEC uPD7759 ADPCM Speech Processor code. It should produce a little better sound now for System16B.
Ridrok
Hi Ridrok!
I've tested MAME4ALL-PI-ADV with Golden Axe and I can confirm that audio is better! Great! :D
Timing and volume of the voices are surely better, but they are still a bit crackling (unfortunately I don't have the real arcade Golden Axe board to do a comparison). In next days I will check other system16b games!

Do you think it is possible to add sound support to Irem games like "Undercover cops"?

Thank you!!!

P.S. Thank you welshy I was missing the SDL libraries!

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antiriad
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Re: MAME4ALL for Pi

Mon Dec 09, 2013 2:54 pm

I have done other tests with MAME4ALL-PI-ADV release.
I confirm that audio is surely better than normal MAME4ALL-PI, but voices are still a bit crackling.

I hope that you will keep things going, thank you!!!

Ridrok
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Re: MAME4ALL for Pi

Mon Dec 09, 2013 3:11 pm

I think I can't fix the crackling problem in the voices just because it is a very low frequency sound in the roms.
I did test Mame 151 (latest) on Windows and I feel the voices in Golden Axe is like the one on the PI now, meaning still cracking.

I can't remember well if it was the same in the Arcane Cabinet 25 years ago, but I think it was.

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antiriad
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Re: MAME4ALL for Pi

Mon Dec 09, 2013 7:21 pm

Hi Ridrok,
I remember too that voices of Golden Axe were yet a bit crackling on the real hardware, I will ask some friends collectors to post a video about it.
Surely System16B audio on MAME4ALL-PI-ADV is improved, keeping the same performance. Thank you!
I hope you will consider also the other fixes, especially sound in the Irem games. ;)

biobern
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Re: MAME4ALL for Pi

Mon Dec 09, 2013 9:37 pm

Hello,
I've built an installation for a MAME Bartop Machine that boots directly into mame4all. I'd like to have a boot process as silent as possible. I've already added "quiet" to "cmdline.txt" and removed "console=tty1". Also I removed the splash screens and the splash movie. The boot process is already pretty silent now, but I still get the error message "wlan0: error fetching interface information: Device not found".
I don't need any wlan, I just want to suppress the error message.
Any ideas?
Thanks.....

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antiriad
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Re: MAME4ALL for Pi

Wed Dec 11, 2013 7:15 am

Ridrok wrote:I think I can't fix the crackling problem in the voices just because it is a very low frequency sound in the roms.
I did test Mame 151 (latest) on Windows and I feel the voices in Golden Axe is like the one on the PI now, meaning still cracking.

I can't remember well if it was the same in the Arcane Cabinet 25 years ago, but I think it was.
Hi,
there is a particularly rare version of Golden Axe romset that is the "Set 4, JAPAN". This version of Golden Axe (official) it is uncensored ( http://dreamandfriends.com/2010/05/14/a ... discovery/ ) and also include different pattern for enemies, and other small differences.
I tried to play it under MAME4ALL Pi but without success: at loading I get a black screen (no errors, nothing) and then MAME quits to the command line. I've tried also to pass the romset through the dedicated DAT file in CLRMAMEPro, but nothing.
It would be great to see this rare version running on the TV via the rPi... any suggestions?
As usual, thank you very much for your support.

EDIT: based on my research, this romset should be supported since MAME 0.36b15 and it is signed FD1094 317-0121.
But I also read this:
0.88u6: Added clone Golden Axe (Version 1, World, FD1094 317-0120). Changed description of clones '(Version 2 317-0122)' to '(Version 2, US, FD1094 317-0122)', '(Version 2 317-0110)' to '(Version 2, World, FD1094 317-0110)' and '(Version 1, Japan)' to '(Version 1, Japan, FD1094 317-0121)'.

- 17th November 2004: Charles MacDonald - Dumped the cpu from what appears to be a *real* japanese set of Golden Axe (i suspect all the other japanese sets are world sets). This set has a japan warning on startup, blood dripping on the player select screen, japanese subtitles and it does have the extra scene.
Full history below.

Code: Select all

0.92 [?]

0.33b3 [Mirko Buffoni]


Artwork available


WIP:

- 0.138u4: Brian Troha fixed rom names in clone Golden Axe (set 3, World, FD1094 317-0120) and verified the dump as good.

- 10th July 2010: Smitdogg - We got Golden Axe (317-0123A) for decapping.

- 7th July 2010: Smitdogg - We have recently been collecting more chips for decapping to send to the doc. As Guru mentioned earlier, I have located lots of other games that need their MCU dumped. Most or maybe all of them currently have things simulated that could be hooked up properly to run more like the original machines - including gameplay. BrianT sent me the MCU from Golden Axe (goldnaxe2 - 317-0112).

- 0.138u2: Stefan Lindberg and Dumping Union added PCB locations to Golden Axe.

- 0.133u1: Renamed (goldnaxu) to (goldnaxeu), (goldnaxj) to (goldnaxej), (goldnax3) to (goldnaxe3), (goldnax2) to (goldnaxe2) and (goldnax1) to (goldnaxe1).

- 0.132u1: Fixed gfx2 rom address ($140001) in clone Golden Axe (encrypted bootleg).

- 17th June 2009: Smitdogg - Thanks to Jmurjr and Incog we bought a Golden Axe board with a 317-123A for decapping, but when the board arrived, I noticed it wasn't the same Golden Axe PCB pictured in the auction, and thus isn't needed. So I'm trying to return it to the seller.

- 0.131u3: f205v added clone Golden Axe (encrypted bootleg). Removed 'Golden Axe (bootleg, encrypted)'. Renamed (goldnab2) to (goldnaxeb2).

- 16th May 2009: f205v dumped Golden Axe (encrypted bootleg).

- 0.119u1: Added clone Golden Axe (bootleg). Changed description of clone 'Golden Axe (bootleg)' to 'Golden Axe (bootleg, encrypted)'.

- 0.112u2: Aaron Giles fixed bad bits in a couple of FD1094 keys. Added a small optimization to the FD1094 decoding step. Added new FD1094 317-0122 key to clone Golden Axe (set 5, US, FD1094 317-0122).

- 12th November 2006: Mr. Do - Golden Axe artwork has been "optimized" by Ad_Enuff; much smaller file size (up to 80%) with no loss in quality.

- 25th September 2006: Mr. Do - Added Golden Axe bezel, thanks to Aaron for the scan and Ad_Enuff for the sprucing up. Also added the instruction cards, thanks to Tormod.

- 0.97u5: Aaron Giles hooked up missing P2 inputs in I8751 versions Golden Axe (set 6) and clone (set 2).

- 0.95: Changed description to 'Golden Axe (set 6, US, 8751 317-123A)' and clone '(set 2, 8751 317-0112)' to '(set 2, US, 8751 317-0112)'.

- 14th March 2005: f205v dumped Golden Axe (bootleg). Update 25-04-2006: I just got hold of a second PCB, it's identical to the first one, apart from ic54, ic66 and ic83.

- 0.92: Changed 'Golden Axe (Version 1, 8751 317-0112)' to clone '(set 2, 8751 317-0112)', '(Version 2, 8751 317-123A)' to parent '(set 6, 8751 317-123A)', '(Version 2, US, FD1094 317-0122)' to '(set 5, US, FD1094 317-0122)'. Renamed (goldnaxe) to (goldnax2), (goldnaxa) to (goldnaxe), (goldnaxc) to (goldnaxu) and (goldnxj2) to (goldnax3).

- 0.89u2: Moved Golden Axe (8751) to segas16b driver. Added I8751 (8Mhz) MCU. Changed Z80 CPU2 clock speed to 5MHz. Fixed gfx2 roms addresses. Changed description to 'Golden Axe (Version 1, 8751, 317-0112)' and clone '(Version 2)' to '(Version 2, 8751, 317-123A)'.

- 0.88u6: Added clone Golden Axe (Version 1, World, FD1094 317-0120). Changed description of clones '(Version 2 317-0122)' to '(Version 2, US, FD1094 317-0122)', '(Version 2 317-0110)' to '(Version 2, World, FD1094 317-0110)' and '(Version 1, Japan)' to '(Version 1, Japan, FD1094 317-0121)'.

- 17th November 2004: Charles MacDonald - Dumped the cpu from what appears to be a *real* japanese set of Golden Axe (i suspect all the other japanese sets are world sets). This set has a japan warning on startup, blood dripping on the player select screen, japanese subtitles and it does have the extra scene.

- 0.88u3: Added new 317-0122.key.

- 0.88u2: Added FD1094 317-0122.key to clone Golden Axe (Version 2 317-0122).

- 0.88u1: Charles MacDonald and Nicola Salmoria improved the FD1094 emulation. More sets now run (eswatu, fpoint, goldnaxc and cltchitr).

- 4th October 2004: Charles MacDonald - I'm looking for information about the System 16B version of Golden Axe, using a FD1094 with part number 317-0122. If someone can provide a description or scans of the ROM board, please get in touch.

- 0.36b15: Added clone Golden Axe (Version 1, Japan).

- 0.36b2: Andrew Prime added clones Golden Axe (bootleg), (Version 2 317-0110) and (Version 2 317-0122).

- 0.36b1: Andrew Prime added clone Golden Axe (Version 2). Changed parent description to 'Golden Axe (Version 1)'. Fixed maincpu roms ($80000/1) length and added 128k sound rom.

- 0.35b2: uPD7759 support in Golden Axe [Howie Cohen].

- 0.34b4: Phil Stroffolino support sound in all of the working System 16 games. Added Z80 (4096000 Hz) CPU2 and YM-2151 (4096000 Hz) sound.

- 0.33b3: Mirko Buffoni added Golden Axe (Sega 1989).


LEVELS: 5 (cut in 10 stages)


Other Emulators:

* Calice

* FB Alpha

* System 16

Informazioni su segas16b.c (Driver MAME)


0.88u5 [Charles MacDonald, David Haywood, Aaron Giles]


NOTES:

- Hardware: The Sega System 16B system consists of a main board and a ROM board. Many games are protected, either with a Hitachi FD1094 or an Intel 8751 MCU. The games can be swapped to any main board by exchanging ROM boards and protection chips. The games are generally tied to its 'type' ROM board, though there are some games that are available on more than one type of ROM board. 4-layer tilemap hardware in two pairs, with selection between each members on the pairs on a 8-lines basis. Slightly better sprites.


Bugs:

- sonicbom, aurail: In cocktail mode player 2 screen is not correct (games like sonic boom and aurail). Misc (ID 00301)

- goldnaxe2, goldnaxe3, goldnaxej, passsht: ROM board have two of their four CPU ROMs in common. AWJ (ID 00003)


WIP:

- 0.150: Added the Sega ID# information for the Juuouki (set 3, Japan, FD1094 317-0068) set [Brian Troha].

- 0.149u1: Minor documentation update (tetris2) [Brian Troha].

- 0.147u1: hap fixed y board sprite colors (the 3ff to 7ff change) (video\segas16b.c). Fixed problem with marking dirty region (video\sega16sp.c).

- 0.147: Added emu\sprite.c/h and video\sega16sp.h. Created new sprite device base class, which manages a bitmap and a sparse bitmap for tracking which areas got updated. This allows sprites to be rendered independently to their own bitmap and then mixed in a final step. Converted the Sega sprite device over to this new model, and moved the mixing steps out of the sprite implementations and into the driver-specific video updates where it belongs. Added some further methods and helpers to the bitmap_t and rectangle classes. Created a sega_16bit_common_base class which handles thecommon Sega palette RAM mappings and open bus reads. Fixed black screen in tetrbx, shinfz and isgsm [Aaron Giles].

- 0.146u5: Removed includes\segas16.h. Added includes\segas16b.h. Converted FD1089/FD1094 into proper devices, derived from m68000. They now handle their own decryption and memory management, so we can remove all the calls for initialization/reset/etc. The key now lives as a 'key' subdevice under the CPU, and the FD1089/1094 are now specified just like any other CPU. Created a helper class for managing fd1094 decryption caches. Added support for member functions to be called as DRIVER_INIT functions. To do this, #define MODERN_DRIVER_INIT prior to #including "emu.h" and you will be required to specify a class and member function for your driver init. Converted the memory mapper into a new modern device and updated the Segas16b driver to use it. Fixed ROM memory mapping so that the source ROMs can be loaded contiguously, removing a bunch of hacks. Untangled the joined segas1x_state and split the states for each system into their own classes. Cleaned up some implementations. Fully modernized the Segas16b driver. Split segas16.h header into separate headers for each system. Fixed bug causing tturfu and wrestwar to hang at startup. Convert multiply, divide, and compare/timer chips into modern devices. Misc. cleanups [Aaron Giles].

- 0.146u4: hap fixed mame-specific unreachable code in Segas16b.

- 0.145u4: Updated doc info for clones Alien Syndrome (set 3, System 16B, FD1089A 317-0033) and Altered Beast (set 5, FD1094 317-0069) including Sega game ID#, PCB # & rom board # [Brian Troha].

- 0.143u8: Added includes\segaipt.h. Kanikani fixed coinage DIPSW using Sega common setting in Segas16b driver.

- 2nd January 2011: Smitdogg - System 16A/B schematics are now available. Thanks to Kevin Eshbach.

- 0.139u2: Treat unsupported read and write accesses (segaic16.c) to defined devices/memory as open-bus reads or unmapped writes instead of falling through to the memory-mapping registers [Phil Bennett].

- 0.138u4: Brian Troha removed 2 obsolete "USER2 Work space" in Segas16b driver and changed remaining USER2 to MCU to maintain consistence throughout the driver. Atari Ace fixed graphic corruption on multiple Segas16b launches in single session (altbeast, aliensyn3).

- 0.138u2: Segas16b documentation update [Stefan Lindberg, Dumping Union]: Added additional Sega game ID info for an Alien Syndrome set.

- 0.136u3: Added includes\segas16.h.

- 0.134u4: Team Japump fixed Sega System 16 ROM names according to real machine, and corrected game version description for Alien Syndrome and SDI.

- 0.131u3: Yasuhiro Ogawa added some security custom info to the Segas16b driver (from http://www.higenekodo.jp/sega_n.htm).

- 0.130u1: System16B update [Kanikani]: Enabled some buttons previously marked as 'unused'. Manuals say 'No Connection', but programs read them and do something. i.e. button2 in Tetris: can rotate the piece.

- 0.122u8: RansAckeR improved segas16b.c DIPs and added DIP locations from manuals.

- 25th November 2007: Charles MacDonald - One oddity of the Sega System 16B hardware is that a few games expect a different format for the tilemap name tables. The tilemap chip (315-5197) was identical in all cases, so it seemed logical to assume there was some kind of control input to select the format. Recently I converted a Shinobi board to Dunk Shot (thanks to Chris Hardy), and this game needs the alternate format. I decided to examine the board again and see if I could find anything. It turns out that pin 77 ("8K") of the tilemap chip controls this feature. When tied to +5V the normal format is used, and when tied to ground the alternate format is selected. For System 16B the state of 8K is controlled by the ROM board, in other systems it's fixed. I also confirmed the function of 8K is the same for the older type of 315-5197 in a ceramic PGA package.

- 0.116u2: Changed visible area to 320x224.

- 12th May 2007: Charles MacDonald - I had the Sega System 16B hardware out again to check some issues with the display area size. While the display isn't blanked by the latches which feed the video DAC for 321 pixels, the tilemap chip (which manages priority between itself and the sprite chip) somehow gets the latches to be loaded with zero during pixel column 0, reducing the display range to a more sensible 320 pixels. A little odd, but there you have it. I guess you can't trust video timings just based on the blanking and sync signals, but I have a hunch that is usually not the case.

- 0.114u1: Updated video timing in the Sega System 16 games according to measurements from the boards [Aaron Giles]. Changed visible area to 321x242 and VSync to 60.054389 Hz.

- 0.113u4: Fixed crash in System 16 games (dunkshot, aliensyn, sdi, sjryuko and timescan) (machine\segaic16.c).

- 0.113u2: Zsolt Vasvari updated a number of Sega games to use the new video timing code.

- 0.113: Ruben added DIP locations to the Segas16b driver.

- 0.111u6: Corrado Tomaselli updated Sega System 16/18 drivers to be mono and swapped button 1/2 to match instruction card.

- 0.107u2: Massive cleanup/fixing of 16-bit Sega drivers [AWJ]: Many corrections to descriptive set names, adding revision letters, cabinet types, etc. Fixed button ordering between System 16A/B. Fixed many dipswitches and added DIP locations support. Adjusted min/max values for analog controls to improve response. Cleaned up a number of ROM names and fixed some incorrect guesses. Actually disabling 8751 in games that have a fake replacement. Hooked up 8255 PPI correctly now that it has mode 2 support. Fixed behavior of NMI line in later sega sound boards. Fixed addressing in the SegaPCM sound system. Some hardware/documentation cleanup.

- 0.105u5: Aaron Giles fixed a memory_set_bankptr called NULL base in the segas16b.c driver.

- 0.105: Aaron Giles fixed crash in System 16 games introduced by last update.

- 0.104u4: Aaron Giles fixed Segas16b games not workin using a 8751.

- 0.103u4: Corrado Tomaselli fixed inputs in the Sega System 16b driver to match the JAMMA button ordering.

- 0.91u2: uPD7759 rewrite, fixing sound in System 16 games [Aaron Giles].

- 0.91: Aaron Giles added support for 3 multiply chips and 3 divide chips. Fixed timer/compare chip implementation to match real PCB (machine\segaic16). Added tilemap flipping support and sprite flipping support for 16A and 16B sprites (video\segaic16).

- 0.90u4: Aaron Giles improved the way custom I/O controls work internally in Segas16b. Updated YM2151 mixing volume. Added pixel-accurate scaling to System 16B sprite.

- 0.90u1: Aaron Giles unified all memory mapping code and moved it into machine\segaic16.c, unified all tilemap, sprite and road code and moved it into vidhrdw\segaic16.c and improved documentation on the various register layouts on the video side. Note that in the process, I broke the title screen animation for Laser Ghost, and there is now a 1-pixel column error on ddcrew's attract mode. These are known issues that I will try to address soon.

- 0.89u5: Aaron Giles cleaned up the math chip emulation (machine\segaic16.c), should be much closer now.

- 0.89u3: Sega System16 updates [Aaron Giles]: Created new machine\segaic16.c to hold non-video common hardware. Preliminary multiply/compare implementation moved there. Changed segaic_init_palette to take a number of palette entries. Fixed reset bug when running 16B/18 games.

- 0.89u1: Sega System 16B improvements [Aaron Giles]: Fixed ROM bank mapping so it doesn't fall through to unmapped handlers. Incorporated Brian Troha's updated DIPs. Minor cleanups. Fixed column scroll after talking to Charles about how it works.

- 0.88u7: Changed vidhrdw\segas16.c to vidhrdw\segas16b.c. Added vidhrdw\segaic16.c/h. Many improvements to Sega System 16b driver [Aaron Giles]. Cotton and many others have greatly improved video.

- 0.88u6: Added vidhrdw\segas16.c. More Sega S16 improvements [Aaron Giles]. Further improvements to S16 decryption code [Nicola Salmoria].

- 0.88u5: Added segas16b.c driver. Sega S16 driver updates [Aaron Giles]. Some bits better, some bits worse for now. Various Sega S16 decryption improvements [Nicola Salmoria, Charles MacDonald]. Several more CPUs read, improvements to decryption made based on those.

welshy
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Re: MAME4ALL for Pi

Wed Dec 11, 2013 10:22 am

antiriad
Ive seen this before and am not convinced. The decapitation is just a scene on the attract sequence and doesn't appear in the actual game. I believe its a Hacked or Bootleg ROM (the Warning text on boot doesn't look like the usual font SEGA use and they have never confirmed its validity). However, I do have the said ROM and could try it in AdvMAME to see if it works.

Edit - Doesn't work in AdvMAME 0.94, compiling 0.106.1.....
"The list of things I have heard now contains everything!"

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antiriad
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Re: MAME4ALL for Pi

Wed Dec 11, 2013 1:15 pm

welshy wrote:antiriad
Ive seen this before and am not convinced. The decapitation is just a scene on the attract sequence and doesn't appear in the actual game. I believe its a Hacked or Bootleg ROM (the Warning text on boot doesn't look like the usual font SEGA use and they have never confirmed its validity). However, I do have the said ROM and could try it in AdvMAME to see if it works.

Edit - Doesn't work in AdvMAME 0.94, compiling 0.106.1.....
Hi Welshy and thank you for your answer. I am sure it is an official version, for Japanese arcades. Any chance to make it working on MAME4ALL?

welshy
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Joined: Mon Oct 29, 2012 2:07 pm

Re: MAME4ALL for Pi

Wed Dec 11, 2013 1:26 pm

antiriad
AdvMAME 0.106.1 is still compiling (I don't use it anymore due to v0.94's better performance and haven't kept a Binary). Will post on completion to confirm function/non-function.

Update - OK, it works with AdvMAME 0.94 and 0.106.1 but...
1. Its slow at a 900MHz O/C (but playable)
2. The File name needs to be goldnaxj NOT goldnaxej

PiMAME4ALL only works with Japan Versions 1 & 2 (goldnaxa & goldenaxe), not Version 4, I checked the compatibility by running with -list and -listfull.
"The list of things I have heard now contains everything!"

jason3731
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Re: MAME4ALL for Pi

Sat Dec 21, 2013 12:04 am

Hello everyone...I'm very new and a noob on mame4all_pi...I just launched it and have a rom loaded (contra) to test...Im don't like using a keyboard is there a config file that i can edit for my usb ps3 controller...

I currently have my controller setup with retropie's emulation station and know my key layout.

can someone point me into the right directory to map out my controller for this? Please. Thank you

welshy
Posts: 1667
Joined: Mon Oct 29, 2012 2:07 pm

Re: MAME4ALL for Pi

Sat Dec 21, 2013 11:07 am

ALL - For Info: There is an issue with PS3 Controllers in the latest release of PiMAME4ALL

See Here - https://code.google.com/p/mame4all-pi/i ... tail?id=33
"The list of things I have heard now contains everything!"

Jamesbeat
Posts: 47
Joined: Mon Oct 15, 2012 8:19 pm

Re: MAME4ALL for Pi

Mon Dec 23, 2013 5:55 pm

Can anyone help me with a button configuration problem that I'm having?

I'm going to use a Pi inside a cabinet as a dedicated arcade machine.

I have the Pi set up to boot directly into Mame4all, and I also got it to shut down the Pi when I exit Mame4all.

This is almost perfect, as I can assign a button on my cabinet to shut down the Pi when I want to turn the thing off.

The problem that I'm having is that the button (default is esc) to exit a game and return to the menu is the same button that shuts down the Pi.

This is fine as long as you remember not to press it when in the menu, but it's too easy to accidentally hit it twice, especially for my three year old daughter.

I'd like to assign one button to exit a game and return to the menu, and a different button to exit Mame4all.
I will then put the latter button somewhere 'hidden' on the cabinet, so that it's out of the way and doesn't get pressed by mistake.

I've seen the 'kiosk' option, but I'd rather shut down the Pi properly rather than just turning off the power.

Any ideas?

johnnygal
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Location: UK

Re: MAME4ALL for Pi

Mon Dec 23, 2013 8:55 pm

Are you saying you have ESC configured to both
1) exit from a game
and
2) exit from the Mame4all menu, resulting in the Pi shutdown?

If so, why not reconfigure the game exit key(s) to something other than ESC. I have mine to set to press both Player1 start ("1") and Player2 start ("2") at the same time.
You can do this as below:
Run a game and hit TAB, then "Input General". Select UI_Cancel, then press 1 and then 2 shortly after. The display should now show "1 2".
Note: I run Mame4all under the Advmenu interface, so I'm not sure whether this will quit Mame4all entirely in your setup. Worth a test though.

Jamesbeat
Posts: 47
Joined: Mon Oct 15, 2012 8:19 pm

Re: MAME4ALL for Pi

Mon Dec 23, 2013 11:06 pm

I thought I tried that, and I thought it changed both exit game and exit Mame4all.
I guess (hope!) I was mistaken, and will try it as soon as I get home!

If that is the case, then I have another question: can I configure a different key other than esc to exit the emulator?
The reason I ask is that I want to run the cab without a keyboard, so ideally I need to remap every function to a hacked gamepad.

I already have the hacked gamepad, and I really don't want to have to spend the money on an ipac just to get an esc key!

johnnygal
Posts: 7
Joined: Wed May 22, 2013 3:37 pm
Location: UK

Re: MAME4ALL for Pi

Mon Dec 23, 2013 11:16 pm

How are you interfacing your joystick/buttons to the Pi. When you say hacked gamepad, does that mean you are connecting it to USB.

For my setup, I used a kade encoder for the joysticks and buttons. For a shutdown button, I wired it directly to the GPIO connector and had a python script running which looks for a certain pin being pulled low on the GPIO connector and then runs a shutdown script.

You could do something similar? See the FAQ here for info and the python script:
http://pimame.org/forum/discussion/79/faq#Item_1 (see section 'Shutdown Switch')

Jamesbeat
Posts: 47
Joined: Mon Oct 15, 2012 8:19 pm

Re: MAME4ALL for Pi

Mon Dec 23, 2013 11:24 pm

Good news!
I could have sworn I tried that before, but I must have been mistaken.
I now have it set up so that pressing P1 and P2 start together exits the game, but does not exit Mame4all.

The only problem now is mapping the esc key (exit Mame4all) to a controller button.

I admire the ingenuity in your GPIO pin shutdown, but that's way more hassle than I want to deal with.

Can I remap the key somehow?

If not, then I guess I'll just use a keyboard hack for the admin buttons.
I have a usb keyboard controller around here somewhere, and hacking it for a couple of buttons would be easy enough.

It seems like a bit of a Heath Robinson way of tackling the problem vs a simple button remap though, so I would strongly prefer to do it that way.

johnnygal
Posts: 7
Joined: Wed May 22, 2013 3:37 pm
Location: UK

Re: MAME4ALL for Pi

Mon Dec 23, 2013 11:33 pm

Good stuff. Glad to hear it.

Not sure how your current keymappings work as I have never used a "hacked gamepad", so can't say how you can remap a button. There must be a configuration somewhere?

Maybe have a poke around on the PiMame forum. I know some on there are using USB gamepads.

Jamesbeat
Posts: 47
Joined: Mon Oct 15, 2012 8:19 pm

Re: MAME4ALL for Pi

Tue Dec 24, 2013 12:00 am

A hacked gamepad is just a regular usb gamepad circuit board that has wires soldered to the pads where the buttons once were.
These wires are then connected to arcade pushbuttons and joystick, so that the arcade controls perform the functions that the gamepad buttons did.

Essentially, the Pi just sees it as a regular gamepad, so it's a convenient way to interface arcade controls to usb.

Since the controller has 15 inputs, I can wire a joystick and six buttons and still have four inputs spare for things like P1 start, insert coin etc.

I'm actually using two hacked controllers, giving me enough inputs for two players and eight start/coin/admin-type buttons.

All I need to do is to remap keyboard esc to one of the controller buttons.

JTCook
Posts: 16
Joined: Tue Nov 12, 2013 1:53 am

Re: MAME4ALL for Pi

Tue Dec 24, 2013 4:04 am

I have found an issue with Spy Hunter. The steering wheel control is set for Paddle instead of AD Stick X. The difference is AD Stick X auto centers (like how it is set in OutRun), but Paddle will move X value back and forth when moving left or right (which makes it extremely hard to drive the car).

I haven't tried updating the binary since it has left the PI store, so forgive me if this has already been addressed. The version I have says it was last updated on May 8th 2013.

welshy
Posts: 1667
Joined: Mon Oct 29, 2012 2:07 pm

Re: MAME4ALL for Pi

Tue Dec 24, 2013 7:52 am

JTCook
Woks fine in the latest version (with an Analogue Stick), seems your quite a few revisions behind, latest is September 2nd 2013.
"The list of things I have heard now contains everything!"

supper
Posts: 13
Joined: Wed Dec 25, 2013 11:36 pm

Re: MAME4ALL for Pi

Fri Dec 27, 2013 1:12 am

hello kant sombody tel me howto instal this on my raspberry?

welshy
Posts: 1667
Joined: Mon Oct 29, 2012 2:07 pm

Re: MAME4ALL for Pi

Fri Dec 27, 2013 10:33 am

supper
Installation isn't needed, download the zip file Here - http://mame4all-pi.googlecode.com/git/mame4all_pi.zip to the Directory /home/pi, extract the file (right click on your mouse, 'extract here'). Put any ROMs you have in the Folder 'roms' then CD (Change Directory) into the folder from a terminal
Type - CD mame4all_pi
Then run
Type - ./mame
"The list of things I have heard now contains everything!"

supper
Posts: 13
Joined: Wed Dec 25, 2013 11:36 pm

Re: MAME4ALL for Pi

Sat Dec 28, 2013 12:21 am

welshy wrote:supper
Installation isn't needed, download the zip file Here - http://mame4all-pi.googlecode.com/git/mame4all_pi.zip to the Directory /home/pi, extract the file (right click on your mouse, 'extract here'). Put any ROMs you have in the Folder 'roms' then CD (Change Directory) into the folder from a terminal
Type - CD mame4all_pi
Then run
Type - ./mame
oke thx but can i play it whit a wii controler or is int work whit this.
great forum

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