ressurectionx
Apr 25 2008, 05:01 AM
It's what you don't see behind the scenes my friend. BP likes drama and he likes things being public. If he'd work behind the scenes with people, none of it would need to be dragged into a public forum. Funny how he won't answer any of my PMs since February, but the second I say anything to him on 1emu (when I'm not banned) he will spend 8 hours of his night going tit for tat with me. It's cool though, because when we've done that I've been at work and I'm getting paid.
And actually, that wasn't an insult at all to BP anyhow. Go ahead and re-read it. It was pretty much insulting everybody else at 1emu. Only a handful of them are even worth talking to at all. The rest of them can kiss my ass. They've had plenty of practice.
Respectfully,
~Rx
BritneysPAIRS
Apr 25 2008, 05:21 AM
And you wonder why you get banned and why people wont work or hand info over to you..... maybe the world are arses, I guess and nothing to do with you
ressurectionx
Apr 25 2008, 05:25 AM
Please BP.... for once. Use proper english when you write something. I'm growing tired of getting out my Little Orphan Annie decoder ring every time you post.
ressurectionx
Apr 25 2008, 07:06 AM
LOL.... BP's been asking me for a few days if I liked the suprise he put in his CoinOPS that was just for me. Obviously I had no idea what he was talking about because I have no use for his emulator other than the sourcecode, and what little of his GUI settings I can salvage without the source, but I just saw this post over on 1emulation.com:
QUOTE
SOMEBODY SAYS TO BPM$: Ok I have 1 small problem, when I rescan for my roms on v2 and try to play them, it doesn't allow me to play any roms? Is that another bug as well?
To which BPM$ flatteringly replies:
QUOTE
Nope its limited now to add only 40 or so games thank RX for that I was going to add a message but just to surprise RX I didnt
Now... correct me if I'm wrong, because I never understand what the hell this guy is talking about whenever he posts in BASIC English or whatever the hell BPM$-speak is, but I do believe that on my behalf he crippled his own emulator and then told people to thank me for it when they weren't happy about it. That's sweet BP. I'm truly touched by that.
While they're at it, they could probably thank me for all the work he's done in the last few months too. I've got him so worked up over all this that he's been cranking out the hits more intensely than ever. Love me or hate me, there's no doubt that BPM$ has been working doubletime cranking out the emu and the updates since I've been around to make his life a living hell.
xyteam
Apr 25 2008, 10:25 AM
everything competes2win just said was true.
now for some truths.
1.you were the one who started all of this in the public forums by being the first one to complain about it and bring it to the attention of others.go back and take a look at your very first post.
2.only one person over at the forum called xtecuterx73 that name.the word troll wasnt even used.so why call everyone else arselickers.
3.you sent me a pm over at 1emu asking me if i hated you,2 things you need to know.
first-you ruined the threads i had by constantly demanding sourcecode and getting them closed.
second-remember you pmd me about where to get sourcecode and i told you where everything was available,
then just hours after that in this forum you were calling members of 1emu "your personal ballwashers",and no one up until that point had stepped in and said anything to you,but yet you managed to alienate yourself over there by making comments like that.
so to answer your pm,make your own mind up.
4-remeber every time i made a thread and i specifically stated in the first post no sourcecode releated questions,well what happened,it got brought and you wouldnt leave it,bringing up the mame liscence and all that stuff you did in both threads was too much.
you go by what you post rx and it comes down to this,you shot yourself in the foot and you have no-one else to blame but yourself for getting silenced from there.
xyteam
ps/by the way that last post you made rx is full of ego and fail.
ressurectionx
Apr 25 2008, 11:25 AM
The truth the way Xyteam sees it....
And I do applaud you for speaking your mind.
Let me give you some truths.
1) Ever since my first interaction with BPM$ on instant message, he was abrassive, insulting and arrogant. I've personally never spoken with anyone in what should have been a friendly atmosphere like that who was so full of himself and would take any oppurtunity to insult those who he felt was beneath him. I know you were around since this thread and you are aware of how much testing I did on MAME roms, both testing them thouroughly on MAMEox128 Plus! and then on Arcades when I first used it and decided that it was by far the superior emulator. Then, instead of telling me that some of my testing was wrong because I was not using the VMM feature (which I honestly only figured out about 2 weeks ago since he or anybody else didn't tell me that), he started calling me useless and said my testing was flawed and useless.
So.... sorry if I had pride in a project which had taken probably 200 to 300 hours of my life up until that point just to have it pissed all over by BPM$ simply because some of the data was flawed because I was unaware of the VMM feature. In truth, at the time, I thought BP was working some mysterious magic on those roms I was testing with "OUT OF MEMORY" errors that he got working.
2) The only reason this ever went public is because BPM$ never replies to my PMs. He never has, unless it's to make some smart ass insulting remark. But you and I see how eager he is to jump head-first in a public despute with me, sometimes even going on for 5 to 10 hours at a time. Funny he has all that time to bicker with me, but he can't answer a few stupid questions I have.
3) As far as what they called XT over at 1emu, I didn't even see that. At this point I still don't even know what he was called. I'm just going off of his post and my own experiences over there. There's a little "in crowd" thing going on over there and I wasn't suprised to see how he was treated over something he didn't even do. You got your little boys club over there and BPM$ is right in the middle getting BJ's from ya'all everytime he puts an update out. I may have disobeyed an "order" from an overzealous moderator over there, I didn't break any rules over there, and now I'm silenced. That's fine.... I only post over there for source anyhow. With the exception of a few who I would NEVER publically name, I would never consider anyone over at 1emu a friend.
4) The only reason that I bothered sending you that PM is because I know that we used to get along and at some point that went away. I don't like fighting with you, but when you mindlessly defend that jerk I'm not going to sit here and take it and say he's right. He's not, he abused me first, and I could have been a great asset to his project. But BPM$ works better alone, when he has total control of the project, when he gets all the "glory" and when he has a few others around so excited about his release that he can dish out orders to them. I'm not a follower, and that's all he wants is followers.
BPM$ has no peers in BPM$'s eyes.
LOL... last post is ego, you're damn right.
BPM$ putting a limit to 40 additional games just to spite me and ruin the emulator for me no matter how much he inconvienced anyone else in the process, and then further ruining his own suprise by not being able to keep his mouth shut and brag about what he did, and THEN coming out and telling people to thank ME for the crippling he put on an otherwise pretty damn decent emu......
What don't I have to be flattered about? That was all about me.
IT was pathetic.... IT was full of ego... IT was packed tight full of fail.
Regards,
~Rx
xyteam
Apr 25 2008, 12:47 PM
attention seeking,egotistical,overbearing.........christ i could go on.
i think most people on this forum and 1emu are sick of this,it seems to be the case that you respond to his posts with abuse first,then when he reacts your the one who moans about it.
im done here.
XTecuterX73
Apr 25 2008, 12:57 PM
QUOTE(xyteam @ Apr 25 2008, 06:01 AM)

everything competes2win just said was true.
now for some truths.
1.you were the one who started all of this in the public forums by being the first one to complain about it and bring it to the attention of others.go back and take a look at your very first post.
2.only one person over at the forum called xtecuterx73 that name.the word troll wasnt even used.so why call everyone else arselickers.
3.you sent me a pm over at 1emu asking me if i hated you,2 things you need to know.
first-you ruined the threads i had by constantly demanding sourcecode and getting them closed.
second-remember you pmd me about where to get sourcecode and i told you where everything was available,
then just hours after that in this forum you were calling members of 1emu "your personal ballwashers",and no one up until that point had stepped in and said anything to you,but yet you managed to alienate yourself over there by making comments like that.
so to answer your pm,make your own mind up.
4-remeber every time i made a thread and i specifically stated in the first post no sourcecode releated questions,well what happened,it got brought and you wouldnt leave it,bringing up the mame liscence and all that stuff you did in both threads was too much.
you go by what you post rx and it comes down to this,you shot yourself in the foot and you have no-one else to blame but yourself for getting silenced from there.
xyteam
ps/by the way that last post you made rx is full of ego and fail.
just to clarify something with you guys, i'm not here to argue with anyone. I was called a "tire-kicker" in the public forum in 1emu and a troll in a private message. That is why you can't see the other name being called in open. And BP was
not the member sending me the pm calling me a troll. All i did in reality was just ask a simple question and while at first i may have felt apprehensive towards BPs reaction, it's ok, it's not like he cussed me out. I'm not one for drama, i just think we all should all keep our heads straight for future xbox releases.
So with that said, Bp no hard feelings, i never had any to begin with. And rx, i hope you and bp can bury the hatchet somehow. I bet the 2 of you together could really do some great things. I just wanted to clear this up so there is no confusion as to why i posted what i was called over there.
XT
BritneysPAIRS
Apr 25 2008, 02:08 PM
I had help from at least 4 people and no credits are on the EMU at all... I dont see any names on it. (There are many people here that helped Cospefogo was great help...but there was quite a few more that speed up the process and saved me hours of work and also had some nice ideas)
Also the tire kicker statement only said with that name you will look like a tire kicker, as its eactly the same as the releasers name with xxx on both sides, this made people nevous due to past history, so I recommended a name change if you wanted to be taken seriously...
We can never work together due to there being to much water under the bridge. There are actually quite a few people wanting to help with patchs now and they will soon be helping people out, they have all the info so its good that they will, as I will be trying some pretty tricky other stuff that people have asked for and naming keymap fixes etc takes up time and is all very basic stuff. We allready have a full Cab keymap availble and I may add a switch for people if they like it.... and will be testing keymaps for diff configs soon by looks (Handed over to other people that are more interested in Cabs)
ressurectionx
Apr 26 2008, 04:26 AM
Hey Xyteam,
You're entitled to your opinions just as I am entitled to mine. I know there are people who agree with both sides, so it is what it is. You don't have the privelage of seeing things like BP taunting me in PMs about things such as his suprise that he put in the emu specifically for me. I would think just the fact that he crippled it just to get under my skin would make it all pretty self evident. He likes insulting me behind the scenes where I like keeping things public. As for everyone being sick of this or whatever, I suggest they stop looking at the thread if it offends their delicate sensibilities. As of writing this, the thread has 14,070 views since it's inception January 13th, so apparently there are a lot of people who enjoy punishing themselves.
Take care...
BP... Let's be real man. Everyone knows CoinOPS, Arcades, Platinum or whatever it will be called in the future is your baby, with or without your name on it. That's a dead issue. I'm glad you got people helping out with your side work, and the community will definately benefit from that, but that's all it is... it's side work. The stuff you're too busy to do. I know that nobody has the source but you, and that's what I'm referring to here. I applaud you for learning a little bit about teamwork though regardless.
And you're right. We will never be able to work together. But just for the record, it is because bridges are burnt, not because there is too much water under the bridge. If there were water under the bridge between us, we'd both be shaking hands now and working together.
Regards,
~Rx
BritneysPAIRS
Apr 26 2008, 04:39 AM
Others have bits of the source they are working on

including the launcher. How about you, when are you posting your build soon id expect its been a work in progress for a while now. I myself am looking forward to it.
ressurectionx
Apr 26 2008, 04:48 AM
I'll be releasing mine when it's something worth releasing. I still have a lot of comlex controller fixes to do like the ones I've done for for The Tin Star and Arcade Classics and about 20 others that desparately needed them. I just wrapped up purging 13MB of code from the emu for much faster build times and polishing all Titles, Manufacturers and Years for beautification of the GUI. The main thing I want to do is get the 2 player alternating games working right before I release anything. I'm about halfway there, but that's turning out to be a lot more complicated than I thought it would have been. Not impossible, mind you, just very complicated. Once I figure out how to keep all 2 player alternating games from flipping in cocktail mode, I will be making "Cocktail" mode the default mode for these games so they all work as if you were playing 2 players on the Nintendo. It's kinda BS now how you have to press the 2nd player start button to start 2 players, but then you just throw the joystick back and forth between you when you die.
There are some people who already have, or are welcome to have what I have done up until this point. But you can rest assured that I will release full source with my build and any subsequent builds as well, so feel free to have a blast when I do.... or don't. That's freedom, ain't it?
Regards,
~Rx
BritneysPAIRS
Apr 26 2008, 04:58 AM
Just make cocktail mode allways on then stop the screen rotation code and its done.
port->cocktail = (type & IPF_COCKTAIL) ? 1 : 0;
eg dont look for cocktail mode from rom if its there force it to on. Then remove the flipscreen code and its done
ressurectionx
Apr 26 2008, 05:32 AM
Hey BP.... We've got a few respectful posts to each other in a row. That's awesome and I'm impressed. Thanks for that response. I definately wasn't thinking we'd ever be chatting like this again.
I'm actually trying to to exactly what you suggest, but I haven't been able to figure out an easy way to do it yet. There may be a simple switch to disable all screen flipping, but I haven't been able to find that needle in the haystack yet.
What I meant by forcing the cocktail mode on all of the 2 player alternating games is that in the Dipswitch settings I am changing it so that the game automatically starts in "Cocktail" mode instead of you having to go into the UI settings to do cocktail.
For every one of these games I'm changing:
QUOTE
1239 PORT_DIPNAME(0x80, 0x80, DEF_STR( Cabinet ) )
1240 PORT_DIPSETTING( 0x80, DEF_STR( Upright ) )
1241 PORT_DIPSETTING( 0x00, DEF_STR( Cocktail ) )
to:
QUOTE
1239 PORT_DIPNAME(0x80, 0x00, DEF_STR( Cabinet ) )
1240 PORT_DIPSETTING( 0x80, DEF_STR( Upright ) )
1241 PORT_DIPSETTING( 0x00, DEF_STR( Cocktail ) )
Which is making the game then load directly into cocktail mode. (All of these are slightly different, but it's the same principal for each one)
But, as we already know, when you do cocktail mode the second player is upside-down. The problem I have at this point is that I apparently have not pinpointed the source of the screenflipping in the source code. I have been able to comment out code in two spots in generic.c and the 3DRender driver which successfully fixed 1942, Black Tiger and all CPS1 games (I'm sure a lot more were fixed with this, but I don't really want to test more roms until I finish this fix in case I break something else in the process).
This also partially fixed all the games on the Bagman.c driver too when I commented out those two spots, but this made both players upside down. It took me a while to figure out about the ROT270 function at the bottom of the driver. That was put there because originally the rom needed to be rotated 270 degrees to display correctly and my editing out the code broke that. I had to change the ROT270 to ROT90 and these games then worked perfect as well.
QUOTE
GAME( 1982, bagman, 0, bagman, bagman, 0, ROT270, "Valadon Automation", "Bagman", 0 )
QUOTE
GAME( 1982, bagman, 0, bagman, bagman, 0, ROT90, "Valadon Automation", "Bagman", 0 )
Recently, I tried to comment out a line in the writemem section on the unfixed drivers that pertains to flipscreen:
QUOTE
AM_RANGE(0x5003, 0x5003) AM_MIRROR(0xaf38) AM_WRITE(pacman_flipscreen_w)
This code is a little different because I had to pull it from the new build on mamedev.org since I'm not at home now, but you get the idea.This worked perfect for Mad Alien, but the weirdest thing happens on Mr Do, Pac-Man and all of the other games on those drivers. It keeps the background from flipping, such as the maze in Pac-Man, but all of the sprites are upside down as if cocktail mode was working like normal for them. It's the strangest thing to see the ghosts upside down in the maze and when Pac-Man goes down on the left side of the screen the dots are disappearing upwards on the right side of the screen. Same with Mr Do and all of the other games. For the life of me I just can't figure out where the writemem code controlling the sprites is.
If there is a single place, or a few that would fix all of these games though, that would be much better than messing around with writemem code for hundereds of games. I'm open to any ides you've got, and I really hope that this dialogue can be kept up.
Regards,
~Rx
BritneysPAIRS
Apr 26 2008, 05:50 AM
port->cocktail = (type & IPF_COCKTAIL) ? 1 : 0; that is the code that grabs the driver info for cocktail. You can then make it = 1 to make sure every game that calls IPF_COCKTAIL is turned on. The way you are doing things will introduce bugs the screen roation code can be stopped in one place as well ill find it later. But it would mean rolling back all your changes they will bug it out.
the rotate code is in driver.h and search for ROT270 you will find the cases just disable them from rotationing just change them all from
#define ROT0 0
#define ROT90 (ORIENTATION_SWAP_XY|ORIENTATION_FLIP_X) /* rotate clockwise 90 degrees */
#define ROT180 (ORIENTATION_FLIP_X|ORIENTATION_FLIP_Y) /* rotate 180 degrees */
#define ROT270 (ORIENTATION_SWAP_XY|ORIENTATION_FLIP_Y) /* rotate counter-clockwise 90 degrees */
to
#define ROT0 0
#define ROT90 0
#define ROT180 0
#define ROT270 0
just a quick guess id say that will stop it on all games.... once again no offense but you are actually introducing bugs with what your doing and it will take forever to do it that way. Plus you cant update your drivers without looking at all of this stuff. That will do it on any game now or any game added
ressurectionx
Apr 26 2008, 05:52 AM
Oh, ok... gotcha. That will definately save a lot of time. Thanks.
Still gotta figure out how to disable the flipping on all the other games that my changes haven't effected, but that one little fix is nice to know.
Thanks BP,
~Rx
ressurectionx
Apr 26 2008, 07:11 AM
Trust me man. I plan on doing enough testing once it's done to make sure there are no bugs. If making that one switch makes that job a hell of a lot easier on me though, I'm game.
QUOTE
the rotate code is in driver.h and search for ROT270 you will find the cases just disable them from rotationing just change them all from
#define ROT0 0
#define ROT90 (ORIENTATION_SWAP_XY|ORIENTATION_FLIP_X) /* rotate clockwise 90 degrees */
#define ROT180 (ORIENTATION_FLIP_X|ORIENTATION_FLIP_Y) /* rotate 180 degrees */
#define ROT270 (ORIENTATION_SWAP_XY|ORIENTATION_FLIP_Y) /* rotate counter-clockwise 90 degrees */
to
#define ROT0 0
#define ROT90 0
#define ROT180 0
#define ROT270 0
just a quick guess id say that will stop it on all games.... once again no offense but you are actually introducing bugs with what your doing and it will take forever to do it that way. Plus you cant update your drivers without looking at all of this stuff. That will do it on any game now or any game added
Can't do it that way my friend. Ekszbox and I have been talking about this for a few weeks and he already came up with that idea. True, it will work on some or even most games, but it will render games such as Bagman unplayable because of the reason I put in the other post. That game automatically calls a ROT270 because without it the game plays sideways. I've also seen the ROT calls in the game drivers for other misc. games along the way. We need to leave the rotate code in for that reason.
My desire is to find the piece of code that says "Hey, when we put cocktail mode on, rotate the screen 180 degrees for the 2nd player". I'm pretty sure there has to be something along those lines somewhere in the volumes of source. I just haven't found it yet.
Heh see man... I'm thinking about the bugs. I want every game to play right after I've made this change. That's why I'm not really testing any games until I get the ones that I know aren't working to work right. I won't do my final testing until I'm 99.9% sure that I won't be making any more major source changes.
Regards,
~Rx
BritneysPAIRS
Apr 26 2008, 12:21 PM
just disable the 180degree switch (eg make it 0) and leave the others to rotate... if that doesnt work all it will needis one more ine of logic to see if its a vert game or horr also you will hav to remove the option for 180deg rotation in settings or else ther will be a bug.
if not the fix will be was easier than fixing everyoe ive looked at it for 2 secs and the code is pretty simple....im sure its linked in a few areas bt that will be easy to fix. Just a bit of logic
ressurectionx
Apr 26 2008, 02:47 PM
Heh.... that's great. I didn't even think of just disabling the 180 and it feels dumb having never thought of it before with all the really complex ways I was going about doing it. I guess I figured that if I did that there would be a lot of games not working. Maybe there will be, but I don't recall too many ROT180s in the GAME code in the drivers and the code to fix the other games is probably a real easy step to do once you know which games need to be fixed. It's gotta be easier than the weeks of trial and error I was going to go through doing this driver by driver.
That should probably fix 90-95% or more of the games in one step and I can probably re-add all of the code I've already commented out in genric.c and the 3DRenderer driver after doing whatever minor fixes I need to do to get the last few games working.
I'll give it a shot and let you know how it works BP. I might be able to release a build and the source in a few weeks now.
Really man, thanks. Don't know why we are, but I'm glad we're talking now,
~Rx
BritneysPAIRS
Apr 26 2008, 03:01 PM
No probs this stuff is really just basics.... I would add it to my build but I cant be arsed redoing the mamedox.xbe so its pointless me adding this stuff although im patching in some analog fixes at present that are simple in source but more complexed doing hex editing.
Im back home at the moment and looking at it more the code you need to change id say is in xbox_main.cpp this will do everything and where the inverting is handled as its more complexed than just turning the screen around.
/ Helper_RunRom
//-------------------------------------------------------------
static BOOL Helper_RunRom( UINT32 romIndex )
{
BOOL ret;
options.ui_orientation = drivers[romIndex]->flags & ORIENTATION_MASK;
// Because the D3D renderer will be rotating the output into place,
// we have to set up the UI w/ options such that it will produce
// graphics inline w/ those produced by the ROM itself (otherwise
// the renderer will rotate "correct" UI into an incorrect orientation)
if( options.ui_orientation & ORIENTATION_SWAP_XY )
{
// if only one of the components is inverted, swap which is inverted
if( (options.ui_orientation & ROT180) == ORIENTATION_FLIP_X ||
(options.ui_orientation & ROT180) == ORIENTATION_FLIP_Y)
options.ui_orientation ^= ROT180;
}
#ifdef _PROFILER
DmStartProfiling( "xd:\\perf.log", 0 );
#endif
also there is code for this stuff in config.c
/* first start with the game's built in orientation */
int orientation = drivers[game_index]->flags & ORIENTATION_MASK;
options.ui_orientation = orientation; that controls the default orientation and handles user screen rotations
but off to bed you should be able to work it out here as there are many games effected by just turning off the 180deg
ressurectionx
Apr 26 2008, 04:25 PM
Hey BP,
Man... as bad as I wanted this stuff to work for me, it's not working. They might not have worked because of previous code changes I've made, but I don't have any more time today to look at it. I also might not have done what you told me to right. Here's what I did...
I changed:
port->cocktail = (type & IPF_COCKTAIL) ? 1 : 0;
to:
port->cocktail = 1;
when that didn't work for me, I also tried changing it to:
port->cocktail = 0;
Second, disabling flip by making it read "#define ROT180 0"....
/* monitor parameters to be used with the GAME() macro */
#define ROT0 0
#define ROT90 (ORIENTATION_SWAP_XY|ORIENTATION_FLIP_X) /* rotate clockwise 90 degrees */
#define ROT180 0
#define ROT270 (ORIENTATION_SWAP_XY|ORIENTATION_FLIP_Y) /* rotate counter-clockwise 90 degrees */
That part didn't work either. This too might be because of previous changes that I'd have to roll out and I plan on trying that by earlier next week.
I'm wondering though where the code to use ROT190 is when it's 2nd player's turn. I might be mistaken, but I'm thinking that this particular code is only used in the "Monitor" part on the GAME code lines in the game drivers:
#define GAME(YEAR,NAME,PARENT,MACHINE,INPUT,INIT,MONITOR,COMPANY,FULLNAME)
GAME( 1980, pacman, puckman, pacman, pacman, 0, ROT90, "Namco", "Pac-Man" )
If that's the case, this particular fix won't work. I'm going to try it on an unchanged build first and also mess aorund with those other settings you mentioned first and see what happens.
Later,
~Rx
EDIT: I'll also just try cleaning the build and building it from scratch. I've noticed that sometimes you have to do that to get a change in the code to take effect.
ressurectionx
Apr 28 2008, 03:58 AM
Well... I still haven't figured out how to disable the screen flip or make cocktail default, but the spots you gave me BP have given me other leads that I'm working on.
I did however manage to remove the "Strongly Disliked" switch for the GUI within the source, so with a few more changes I can make it just regular games and Favorites. I know you do that by other means yourself, but I don't know how you do it so this works for me. I figure the 5 categories of Strongly Disliked, Disliked, Average, Liked and Favorite sucks anyways so I'm not hurting anything by removing this from the source, even if I figure out your way of doing it down the road.
I'll let you know if I figure out the screenflip and cocktail mode thing.
~Rx
BritneysPAIRS
Apr 28 2008, 05:52 AM
upload the source sometime and ill fix it up... should be pretty easy just busy as with other stuff at the moment plus my mameodox.xbe is vastly diff now
ressurectionx
Apr 28 2008, 03:09 PM
Cool man. I know you're busy. I do appreciate your help.
I'm going to work on it a while longer and I'm right in the middle of doing quite a bit of testing on a few different things, so if I do end up needing the help I'd want to clean it up and back some things out before uploading it to you so there isn't other stuff getting in your way of fixing it up.
I did manage to get about 30-40 more games working right with manipulating code for "flip_screen_x_set" and "flip_screen_y_set" with no apparent bugs introduced. Commenting out code for them positively effected about 15-20 game drivers which used them in the hardware initilization. The great thing is, it seems that when I do make a successful change for this project, many different game drivers are fixed, so this isn't an individual driver fix and shouldn't take a fraction of the time to finish and work out the bugs that I thought it would.
Unfortunately, the only immediate result of changing the ROT180 code was that it introduced UI bugs in the code so that a lot of the games displayed the UI OPTIONS upside down. It looks to me like the only calls for ROT180 are in about 15 games in the MONITOR line of the games drivers, and the UI OPTIONS screen initializer. So I have changed ROT180 back and am looking for other ways to fix the problem.
I'm still working on getting Cocktail mode to be default. I believe the cocktail settings that you spoke of earlier might just effect controller input at this point. I can't say for sure yet though, but unless I did it wrong, it doesn't make Cocktail default. I only suspect that it is input because that particular code is found in "inputport.c" and part of the line is "IPF_COCKTAIL" which is a common definition used in the input ports section on game drivers.
Thanks for offering to fix it. I just might take you up on that offer if I can't get it working. I'll let you know when I upload it.
~Rx
BritneysPAIRS
Apr 29 2008, 05:31 AM
no worries
ressurectionx
Apr 29 2008, 12:50 PM
In the mean time BP, if you or anybody else have a free minute from what they're doing and want to try to figure out how to get Pac-Man to keep from flipping, either in the base MAME code or the pacman driver itself, that would be awesome. If we can get Pac-Man to keep from flipping, that should take care of a ton more games, even if I have to do them all individually.
Thanks either way,
~Rx
BritneysPAIRS
Apr 29 2008, 12:55 PM
someone else will have to look at it.... sorry sounds like a hack. You should just fix it properly IMO maybe it cant be but at least address why. In fact why not add a switch to allow cocktail to flip the screen or not, as some may want cocktail mode.
ressurectionx
Apr 29 2008, 01:47 PM
Hey BP,
It pretty much would be one of various hacks I've had to do...
The problem is, I haven't been able to figure out exactly where the call to flip the screen in cocktail mode is. I really don't think it's in just one place. If it were, a switch to have it on or off wouldn't be a problem. Like I said earlier, the ROT180 isn't the spot to do that, because it breaks the UI interface on a lot of games and since some games depend on the ROT180 from the beginning to display right, all of them are broken that way too. Many of the other things I've tried that give some positive results end up breaking something else. I think the problem here is that since there were so many people working on this in the beginning without any set rules to get a driver submitted, they call the flip-for-cocktail function a bunch of different ways. That's why I only fix some of the games when I make a change. I hear people are working on cleaning up drivers and making them work the same way in the newer builds.
For example, right now, I've figured out how to fix this by individually going into the writemem sections in the game drivers and commenting out lines that look like this:
// AM_RANGE(0xa806, 0xa806) AM_WRITE(galaxian_flip_screen_x_w)
// AM_RANGE(0xa807, 0xa807) AM_WRITE(galaxian_flip_screen_y_w)
Code similar to this seems to be in many of the drivers, so this should fix a lot, and since it's just effecting the individual driver/game it shouldn't break anything else external to it.
I've also considered that some people might want cocktail mode, but I really don't think it will be too many since this is a console emulator. Your emu is great and since you guys are putting in arcade fixes they can just go with your emulator instead if they're putting it in a table. My emu is just for people with an XBox who want to play a majority of the 2 player alternating games without having to throw the controller back and forth.
If there were another, easier way to do this, I would have done it but I just couldn't think of one.
ressurectionx
Apr 29 2008, 03:25 PM
Nevermind.... that last fix does fix a few games, but I just tried it on Galaxian, and other galaxian type games, and even though it keeps the ship, enemies and background all in the right direction, the freakin' bullets you shoot and the enemies shoot come from the wrong side of the screen. I have no clue where to fix that.
I don't know if I'm going to be able to do this, just because a lot of the code for flipping in MAME is so intertwined with other parts of the emu that you're almost sure to break something if you mess with it. Damn.... I thought this was going to be a lot easier.
Oh well... even if I don't make anymore progress, I still fixed about 70 games doing this.
BritneysPAIRS
Apr 30 2008, 05:27 AM
it is handled in one area...as I say the way your doing it will prob introduce issues as I can see many places the r180code r090etc are used in alsorts of stuff... you need to lock the rotation once the games initalised and turn on cab mode. I cant help you sorry any other way as the way you are doing stuff leaves alot of issues and the changes you mentioned will have bugs when you rotate the screen at present by looks
ressurectionx
Apr 30 2008, 11:53 AM
Hey BP,
Nope... no issues on anything I've left in at this point. I'm doing a lot of testing and if there are issues I back the change out.
Go ahead and try manipulating the code the way you're suggesting on one of your builds. It doesn't work.
I'd love to find the one place that it does this, but I don't believe there is just one. There are far too many different ways that the machines are set up. Since the ability to flip in cocktail mode was present in each individual arcade originally, there are probably many different ways that it calls for that too, making it even harder to streamline them from one driver to another. You can usually find a fix that will effect many drivers, but I haven't found the one that effects them all. There is just too many variables, and they're tied in different ways. As I said, if I mess with the ROT180 code like you originally said, it breaks the UI options for a lot of games among other problems. The suggestion you gave to make Cocktail default didn't work at all either.
I'm willing to back out a lot of what I did, and I have the ability to do that if a single fix is found. I just don't think it's possible, and I have tons and tons of hours messing with this now as evidence enough for myself that this isn't just a simple little fix like you're assuming it is.
Thanks
~Rx
BritneysPAIRS
Apr 30 2008, 12:47 PM
just do a lockout after initialisation for rotation that will work by looks
It looks very easy to do..... I have no interest in this just a find a coder and start the game as per its definded rotation mode then disable all the rotate switching code.... it is needed on bootup to set up all the games and they all differ. But after that you need to lock it out which is pretty easy, the code I gave you had it you just need some logic to say if initailising use it if not dont change the rotation code.
Dont think any games use rotation for any purpose except flip after initialisation theres alot of uses for it before.
ressurectionx
Apr 30 2008, 02:01 PM
Hey BP,
Now that does totally make sense to me. If there were a way to tell the emu that after all games are initialized to disable flipping that would work for almost every game that is 2 player alternating. The only ones it wouldn't work on were the games without cocktail (but that's not many). This would also probably make it very easy to have a switch for a custom "Cocktail" mode for anyone who actually wanted to use this emulator in a cocktail table.
I don't know how to put that logic in if it requires me to make additional code to do it though, and I surely can't find the place where it would be necessary. You offered earlier to fix the source for me. Is it possible to just make the fix in the source you have and put "BP" by your changes, and then shoot the drivers you changed over to me? I don't want to upload the code to you now because it's so ravaged by my attempts at getting this done and I know you're not going to like it where it's at now. It all makes sense to me where it's at now, but before you see it I want all the bugs worked out.
If you're able to make the fix in the source and show me the fix to get these games working, I will back out all the code changes I've made on this and be able to release a build. I have notes within source and in my testing spreadsheet I've had since January. I know every change I've made and what drivers they're in, so backing out won't be any problem.
Thanks,
~Rx
PS... another cool thing I did was get the GUI to handle favorites like yours does by manipulating the source. Left and right don't change the status anymore in "Detailed Single Item" view anymore, the only way to make a game a favorite or removing it from favorites now is by pressing the B button and it even lights up Yellow like yours does.
Just got to figure out how to do the screenflip, automate the VMM and get my brother to make a kick ass skin for it and this emu will be pretty sweet.
Thanks for all your help BP.
BritneysPAIRS
May 1 2008, 05:56 AM
Left/Right does superscroll
underworlderZer0
May 1 2008, 06:39 AM
It's good to see you guys are working together on this again. I recently replaced MameOX +128 with CoinOPS, and I agree that it is a much better experience, but I would like to see the new games and options RX is working on.
Keep up the great work, guys. We all appreciate it a ton.
BritneysPAIRS
May 1 2008, 08:34 AM
Ill never be added them sorry

I have other options and ideas to carry out, unless other games include midway games with sound and stuff like that
PS 2nd Quarter is much better than coinops and 3rd quarter is due soon
ressurectionx
May 2 2008, 03:53 AM
Hey BP,
I'm not sure if you were talking to me or underworlderZer0 in that post. Did you think when you got some time you could try to disable the screenflip globally in a fresh source and just put "BP" by the source changes so I could add it to my code?
That's cool if you can't. I got a lot of the games alternating the right way now with other little hacks (about 70, I'd guess), it's just a shame I can't get games like Pac-Man or Pyros (Wardner) working right as well. I'm pretty much out of ideas on this. I know that the screen flip needs to be disabled after the rom is initialized, but I'm about to give up on it now because it's just getting too frustrating for me.
----------
Oh yeah.... Left/Right does superscroll on your build, but until I got the favorites working right for me it actually changed the Favorite Status from Strongly Disliked, Disliked, Average, Liked and Favorite on my build. I've eliminated all categories now except for Average and Favorite and now the Favorites just flip on and off by pressing the B button and they light up Yellow like on your build. I figure you made those changes outside of the source on yours. Just thought it was cool that I was able to alter the source to work right with your GUI. At this point for me, Left and Right don't do anything in the GUI. I'd love to get it to do the superscroll like yours though.
Thanks again,
Rx
Hey underworlderZer0,
Yeah. I'm glad me and BP are talking too. He really has been a great help and it's nice having somebody to bounce ideas around with. I wish I could be more help to him and his build, but we've diverged so much that even though I think both of our end results could end up extremely similar, the means to get there are so different at this point that the builds are virtually incompatible.
Take care,
~Rx
BritneysPAIRS
May 2 2008, 05:51 AM
My whole Fav code is totally redone in 2nd quarter to support quick switchs for classic and hotgames as well as favs. Also it needed revamp for multicore loading. Plus I got the black button to highlight when in favs and added multicolors for stuff like no sound, hot games, fav games, SNES games, Gensis/Megadrive Games, .72core Games,lightgun games, each can be colored and turned on/off with ease.
So yes the core/emu are now miles diff... and I have my own goals as RX does.
There are so many small touches in 3rd quarter and even in 2nd quarter that the gui just doesnt operate the same as every build before it.
ressurectionx
May 2 2008, 09:11 AM
You got the SNES games working BP?
They don't work for me. They're all too slow and no sound. Plus I've heard that the Mode 7 graphics dont' work right, but didn't bother verifying because they were unplayable for me anyways.
I'm really considering abandoning my work at this point because I just can't seem to get the fix in that I wanted to get, and your emu does so much more that I probably woudn't be able to add on my own even if I got it working right. Maybe I'll just work on gathering all of the remaining games that you didn't add to CoinOPS 3rd quarter when it's released and clean up the romnames, manufacturer names, years, and fix the keymapping on them. You do all your keymapping fixes outside of the source anyways, right BP?
Crap. I've put so much work into this, but I'm at a complete dead-end now. I'd hate to let it go, but I just don't know what else to do at this point. I may be buying a house soon too and it will be a HUGE project fixing it up and I just wont' have any time to work on it then.
DarthMingus
May 2 2008, 07:53 PM
Don't give up.
Step away from the problem for a bit and come back to it fresh. Thats my advice. Keep in mind, I'm not a programmer, but this has helped me deal with problems in the past.

Many thanks for your efforts.
BritneysPAIRS
May 3 2008, 04:19 AM
As I said I want to see your project succed.... I cant allow what you want in CoinOPS but if you want to allow me to continue and you support some changes you will have your code/changes most put in and a patch will be allowed but you must listen as I am just doing my own thing..... there is always issues when presenting code and allways bugs or diff ways of doing stuff and you will have to except changes before stuff goes in or that I will alter stuff going in but 90percent of your stuff would make it in.....and maybe 95percent with some stuff being tweaked. (EG I cant except the screenroation stuff as it should be done properly with a switch and looking at will cause bugs esp with new filters as they use the rotation code. Plus id say theres better ways to handle it)
Anyway its up to you to work with me on my project (and sorry I will be critical and issues will arrise but if you work with them or with me they will mostly be ironed out, and also it will be my final say) or else on your own project, if you worked with me I would of course allow alot in and also patch in hidden stuff for you at times that I wont use..... But I dont wish to work with you on your project much as I have my own one. And also due to time, stuff wont happen always when you want but in time it normally will.
ressurectionx
May 3 2008, 08:41 AM
I'd like to help you BP, but I don't really know what i could do to assist your project. I'm under the impression that you're pretty much locked into the source that you already have because of hex changes and stuff, and all I really know how to do is alter source. I'd like to see the 2 player alternating games working right. Any ideas on how you can add that to your own build? I'm sure there are better ways of going about it than I'm doing, but I don't have a clue where to even begin.
If you've got ideas about things I could do to help, let me know. I'd rather spend time working on something that is going to be useful in the end. Right now I'm feeling like I've wasted the last 2 months of my life making a debug box and altering code and I can't get it to do what I want it to do. I'm pushing 30 and I'm kinda just now deciding that I don't really want to spend the last year of my youth doing this full time when I'm not at work.
BritneysPAIRS
May 3 2008, 02:37 PM
No worries good luck

both xbes are under going massive changes now as I cant do alot of the new stuff without it
Smothermunchie
May 8 2008, 10:51 PM
Not sure if this has been asked already, so here it goes.
Since I have a limited Xbox standard hard drive, is it possible not to FTP everything over onto it?
I think I need to cut out maybe one gig of junk from CoinOps.
Also, what's the bottom baseline needed in terms of free memory on the Xbox?
Is it safe to have less than a 100 megs left on the C: drive?
Thanks.
ressurectionx
May 9 2008, 05:20 AM
All good questions SM.....
Unfortunately, I don't have any answers for you though. I have 3 XBoxes, two of them have 120 GB and one has a 500 GB. When I made my first one a little over a year ago I played around with the standard hard drive for about a week before I learned how to upgrade and I took a drive I had laying around never looked back.
You might be able to hunt those answers down or find somebody who knows, but I really think your time would be better spent just doing an upgrade. It's so worth it to be able to have every game I'd ever want to play on the Box and never once have I had to mess around with network sharing or burning disks. (I do use network sharing for TV shows and movies though because XBMC makes that so easy and transfering TV shows and movies to the XBox and deleting them when I'm done is just silly)
It's cheap and easy to do. Check out the hard drives at newegg.com. Shipping oftentimes is free and you'll usually have your drive in 3 days max. JUST MAKE SURE YOU BACK UP YOUR EEPROM AND YOU"LL ALWAYS BE ABLE TO FIX ANYTHING YOU MESS UP!!!!!

If you go this route and need some advice, just let me know. I haven't been around as much now that I'm enjoying the nice weather but I'm still active.
Actually, I've still done some more work on the project since my last post. It's not dead either, but I can't devote all my free time to it anymore. It was getting crazy there how much time I was putting into it and letting everything else just slide. I haven't tested more than 1/3rd of the games yet now that a majority of the code changes have gone in, but I'm actually quite suprised at how many 2 player alternating games I've fixed with the code changes and tinkering I've done. I'm guessing in the end it will be somewhere around 300 2 player alternating games that I've fixed. There are, admitedly, a few bugs that effect other games (I think 3 games so far), but now that I'm really starting to get the logic to the MAME code, I think I know how to fix them too. Also, the other day I managed to figure out how to individually re-map games on drivers with many games on them like NeoGeo, which before I thought couldn't be done. The problem was that if you remapped one of them, all of them were remapped. This was usually fine for fighting games across a driver because if you swithed it so A was jump on one then A was jump 95% of the time or more on all of them, but if there were any overhead shooters, it would do things like change your main weapon to X button and the secondary to A button which just didn't work for me. So that's good news too... I will be able to perfectly map every single game (minus trackball & gun game).
Keep an eye out for this thread in the future for updates. I'm just not going to be as active as I was.
competes2win
May 9 2008, 07:16 AM
QUOTE(Smothermunchie @ May 8 2008, 05:27 PM)

Not sure if this has been asked already, so here it goes.
Since I have a limited Xbox standard hard drive, is it possible not to FTP everything over onto it?
I think I need to cut out maybe one gig of junk from CoinOps.
Also, what's the bottom baseline needed in terms of free memory on the Xbox?
Is it safe to have less than a 100 megs left on the C: drive?
Thanks.

As for whether it is safe to have less than 100 megs on the C drive i don't know... but for your other question, I think it's simple enough to just not transfer over 1 gig of the games that you don't want.
run088
May 9 2008, 10:18 AM
Is there an option to control which system mame tries to emulate?Which ever system each individual rom uses wheather it be neo-geo,cps1,cps2?If not has anyone ever heard of mame getting confused and trying to load say a cps1 game the way it does for say a neo-geo game?Or trying to load all the files the way it does a neo-geo rom and causing all files but the neo-geo files to not work properly?If so how do you fix it?Or is this something only relating to hooking up mame with a network share because that is the way I have it hooked up.The funny thing is if say the emulator only sees 1 systems files it will play them correctly but if it sees more than one systems files it will load neo-geo bios everytime even if the roms are in the same folder or not, as long as the emulator can see them it will default neo-geo bios.Can anyone help?
ressurectionx
May 9 2008, 11:56 AM
LOL.... my thread has become the free-for-all today....
However OT the question, I like to help out when I can. I don't know anything about network sharing, so there may be a problem with that, but I've never heard anyone complain about that problem when using sharing. Actually, I've been here over a year and I've never heard that particular problem mentioned for any MAME emulator at all, sharing or not. So, assuming that nothing is wrong with your network, or the network sharing, I can only give you the same advice that I'd give anyone having any sort of emulator problems. Delete the related TDATA and UDATA folders, delete the emulator and try it again. You may want to do the same to whatever share problem you're using as well. That's certainly not a normal problem, so something is probabaly wrong with the original install of the emulator or the settings got messed up somewhere. If you're using MAMEox128 Plus! there are so many damn useless options in there that there's a chance you accidentally changed a setting that is giving you this problem too. Not sure about that though. Good luck.
run088
May 9 2008, 12:28 PM
Thanks for the reply.Ive tried that several times as well as tried mameox,mamedox,mameox128plus all do the same on 3 different xboxes.It only happens over a network Im sure.I only asked here cause from reading the post it seems that most of the cutting edge mame minds dwell here didnt mean anything by it.Seen a post or two about some tech stuff figured it be cool to ask.If nothing else I guess I can run mameox128plus on one set of roms and mamedox on another because they use two different saves they should run alright then find out how to change the save folder on another build so it wont save to 45 or the 46 save.
ressurectionx
May 10 2008, 06:26 AM
Hey run... no worries about posting here. Don't bother me none. I was just commenting on it happening twice in a day is all.
I've derailed my own thread about 50 times already myself...
That being said, I hope somebody can help you out. I know it's gotta suck to have two versions of MAME just because of this little problem. I'd imagine there's got to be a way to fix it, but you know how the XBox learning curve is. Since I never even knew there was a way to stream games until about 3 weeks ago and have no interest in doing it myself, you already know tons more about it than I do. You might want to make your own thread on it though so the question gets more exposure.
Good luck,
~Rx