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CAVE Shop / Re: Cave Arcade Sales Tracker Spreadsheet
« Last post by EOJ on April 08, 2020, 06:26:27 PM »

Also the notes can read that it's from BEEP (they sell on YAJ).



The seller of this Ibara PCB, yugen2plus, is not BEEP. It is a company based in Kanagawa. What is BEEP's YAJ account?

EDIT: Found the answer:
https://twitter.com/BEEP_SHOP/status/1176708307748294657

BEEP does not sell on YAJ, but they put some items for sale on consignment through the seller yugen2plus.
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CAVE Shop / Re: Cave Arcade Sales Tracker Spreadsheet
« Last post by XtraSmiley on April 08, 2020, 06:20:08 PM »
Ibara PCB ended at 74,250 yen, at auction, to a proxy bidder.

https://page.auctions.yahoo.co.jp/jp/auction/s706705923

So, I won this one, and your spreadsheet has the price at the sale price without tax, but the above price, 74,250, is correct with the tax. Also the notes can read that it's from BEEP (they sell on YAJ) and they completely re-capped the PCB with SM Caps.

I THOUGHT it was a great deal until I saw the Ibara that sold today! One sold for 100000 yen but the better deal was one for 70,345! I think because it wasn't titled correctly. I submitted both via your submit link.
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But the differences in ST4 and ST5 are significant.

Could you maybe link to the replay you've used to determine this, ideally with timestamps? I think transparency is the most important thing here. It would be even better if people who have the PCB could record some footage to put it directly side by side to Mame.

It's great that you know the game that well EOJ, but please let us noobs also understand what exactly you are referring to. Otherwise we will not be able to tweak it ourselves.

I didn't use any replay.  However, the official superplay DVD should be sufficient to show the differences I'm talking about. I listed the parts of the stages that were particularly bad in a previous post. As you must know yourself, if you play an arcade game enough (recently) and you have a set route you know right away where it feels different in an emulation or port. And people who are intimately familiar with the way the PCBs play should be the ones judging each new setting proposed (ideally, two or more people per game). I am doing my part here, and I hope other PCB players will join in. In the meantime I hope people will keep posting cpu/blitter settings that they think are good, and I will keep testing them.

@xygax: thank you very much for your detailed reply. It is very helpful. I didn't know about the lag reduction stuff you wrote, but I did know how to properly tune the CPU settings in each game's .cfg file. I play on a Dell Inspirion 5475 All-in-one with the latest build of groovymame (groovymame64_0219.017p_win-7-8-10). It has a 3.1GHz AMD Ryzen 7 CPU and a 4GB Radeon RX560 GPU. I suspect the screen itself introduces at least a few frames of lag.
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CAVE Games / Re: Re: SDOJ in MAME - not likely any time soon
« Last post by el_rika on April 04, 2020, 04:54:04 PM »


However you know the situation right now, and he's in Spain (ouch), so it's possible there won't a be a response before long (plus he was already often absent from the forum even before that)


Let's hope he and everyone will be ok in these pretty dark times. Stay inside as much as possible guys, play some Caves, and we and ours will be safe  :righton:
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Quick [crappy] run of Mushihime-sama ultra up to level 4 mid boss.

https://youtu.be/5BWclKbSbKk

(the small annoying stutters are from youtube rendering, not the video itself)

 Though maybe a tad slower in some moments (ex: the level 4 mid boss seems to start the last pattern a bit slower than pcb..or not?), it is noticeably closer to pcb than the ps2 port.
  As a small observation, the ps2 port also lacks the on-the-fly blitter management that exists in the pcb hardware, that affects a few spots in the game (very few luckily). Just like mame, it uses a pre-set CPU and Blitter for the entire game. {probably the same case with Ibara}
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CAVE Games / Re: Re: SDOJ in MAME - not likely any time soon
« Last post by xygax on April 04, 2020, 04:36:23 PM »
Groovymame with lag reduction ON still feels like it has about 4-5 frames of lag on my PC. This is quite noticeable when I play DFK BL, for example. It feels about the same as the lag in the SDOJ port. This is a big improvement over how MAME used to feel -- I mean, it felt like 6-8 frames before for me -- but it doesn't come close to the PCBs or the good X360 ports.

4-5 frames, getting that with a 2 frames source like cv1k sounds typical of broken settings, meaning the lag reduction isn't working. Maybe 9 in 10 new users experience that as I've witnessed (typically they changed settings in the mame.ini they shouldn't have, or introduced another parameter that's breaking everything, like misconfigured multi-monitors, or they downloaded the wrong build, etc)
There is a quick configuration guide which has crucial info but the site is currently down so check later.
http://geedorah.com/eiusdemmodi/forum/viewtopic.php?id=433

When you use lag reduction (frame delay slider from the UI menu) you're supposed to see tearing appear, that means the feature is active, and as you increase the frame delay level you'll get where it affects performance negatively (frame/sound drops)
[often this is where users go and mess with sync settings and make a fatal mistake]
Set at a stable level before it, like if 7 is too much set 6 or even 5.
On my PC with cv1k games I can set 5 for global cv1k stability. 7~8 is better of course but it's really heavy on the CPU and GPU at times. and yes with Groovy the GPU matters a bit too, in particular with high-res displays like full-hd, wqhd, 4k, so I wouldn't trust much things like Intel iGPUs)
tip: keep an eye on F11 when you set frame delay, make sure the meter stays at 100%.

Then create a specific .ini file for a game, for instance pinkswts.ini
in it write:
Code: [Select]
vsync_offset              250and drop it into the 'ini' folder.

That 250 value is just for illustration, you may need a much lower or higher one, play the game to see if it gets rid of the tearing.
typically this takes a few tries to get right.
Note higher values can mean it's too tight for your hardware and you should maybe drop frame delay 1 level then try a different offset value.
tip: the higher resolution your display, the greater values you'll need, think about your monitor's vertical resolution, you're moving the tearing line up and down it.

Alternatively you can use a single ini named cv1k.ini, and drop it into a 'source' subfolder in the 'ini' one.
but using a single offset value for all games don't always work perfect...

Anyway if you did that right you now have your vsynced and lag-reduced video working the way it should, tear-free butter-smooth scrolling and low lag close to that of the pcb (2~3 frames)
Levels of frame delay kinda represent setting chances of occurences of having no unwanted lag at all, it's not really a percentage but you could picture it like with 7 you have 70 chances of an input being lagless within the targeted frame time.
It's more subtle than that but Calamity would explain better.

For the CPU slider, remember there's ten steps in between each % , hence the slowness, and that's not visible from the UI (go to each game's individual .cfg file, open and witness your CPU setting on a 1000 scale to be absolutely sure of the slider position, eventually edit manually there if that's your thing)
As I've said before, even 0.1% can matter in places, some in-game behaviours will trigger or won't by a hair.
If nobody watches this, then 10 people who've set for instance 50% could have 10 different set values without knowing it.

I don't know why you're experiencing a game missing the CPU slider, I'd have to know everything about your setup, build, settings, roms, etc but I won't really go and ask that then provide the inevitable hours of support like I did tens of times on the farm and other places, paraphrasing the official guide(s) with additional explanations, because it's led to people most times failing, essentially because they were very uncooperative and a few other reasons, and I've worked my ass for nothing. I would maybe for you EOJ but there are people here I really don't like and I don't want to help them along.
You can ask anything in private though.


PS: about Calamity, few people who would really have benefited from his help actually went and asked at BYOAC (el_rika gave the link), and those who did often wouldn't bother producing a log file like Calamity demands so he can provide efficient help.
For anyone who's having trouble with Groovy that's the place to go and where to receive support, in fact this is where all the ppl serious about this current topic should go now, start a thread similar to this one and get aid from the most skilled people there along Calamity's.
That would be the smarted and most valuable move, much, much better than going for the dead-end made with old builds and retroarch trash.

However you know the situation right now, and he's in Spain (ouch), so it's possible there won't a be a response before long (plus he was already often absent from the forum even before that)

pps: oh and if you need fresh roms go to r.e.t.r.o.r.o.m.s , besides the 'dome' it is the only place carrying up-to-date rom sets, which is absolutely crucial these days the way modern MAME works, and therefore for Groovy too (wrong/old roms = some things might not work properly if at all)
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CAVE Games / Re: Re: SDOJ in MAME - not likely any time soon
« Last post by el_rika on April 04, 2020, 05:13:31 AM »

Groovymame with lag reduction ON still feels like it has about 4-5 frames of lag on my PC. This is quite noticeable when I play DFK BL, for example. It feels about the same as the lag in the SDOJ port. This is a big improvement over how MAME used to feel -- I mean, it felt like 6-8 frames before for me -- but it doesn't come close to the PCBs or the good X360 ports.

I have 2 frames of lag with Retroarch and mame core in android (though an extra ~ 5 from the touch screen latency), so i'd be surprised if Groovy alone had double that  :-\  Be sure to enable nobuffer patch in mame settings/cfg, it should cut an extra frame of lag.
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Great we got some discussion going here! :righton:

But the differences in ST4 and ST5 are significant.

Could you maybe link to the replay you've used to determine this, ideally with timestamps? I think transparency is the most important thing here. It would be even better if people who have the PCB could record some footage to put it directly side by side to Mame.

It's great that you know the game that well EOJ, but please let us noobs also understand what exactly you are referring to. Otherwise we will not be able to tweak it ourselves.
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Ultra or Maniac?

also, strange. Where is it supposed to slowdown on stage 1? and nothing ive checked has slowdown on those plants either..
i know its dumb to ask but are you sure you enabled blitter in machine configuration? i had to help someone with that earlier.

also, the stage 4 midboss does not have too much slowdown to my knowledge.

Maniac.

(All on the PCB:) ST1 has some slowdown on the large beetle thing that comes out on the left side of the screen after the midboss, as well as other bits here and there (none I'd classify as "important"). Yes there is slowdown on the plants if you score on them properly (tap, tap, tapping away). MAME emulation is also missing slowdown on the sand beetle things in the second half. Yes I enabled blitter at the rate you specified.

RE: ST4 midboss. Last phase has slowdown on the PCB/port and MAME. It's very important because if you're serious about scoring you need to jack up your counter to at least 100k in the previous phases and if you die in the last phase your whole score is killed for the stage. Port is a bit too fast here, MAME is a bit too slow, (so far) PCB alone has it "just right".

For some perspective, the differences in slowdown in ST1 and ST2 are relatively minor. None of that missing slowdown strikes me as very important. But the differences in ST4 and ST5 are significant.
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I used Pearl's Mushi workaround and got it to run properly with the CPU and Blitter settings he specified. Unfortunately in my estimation the slowdown accuracy overall is no better than 60%, compared to the PCB.

The main problems I encountered were:

-Slowdown missing in ST1 and the ST1 boss.
-Slowdown missing in ST2 (especially on the plants in the second half!) and the ST2 boss. The midboss is good, though.
-Slowdown missing in the first part of ST3. However, the slowdown after that is surprisingly accurate throughout the stage! (This is the real highlight of the entire MAME experience, it is better than the port in this part.)
-Stage 4 is a mess. Slowdown is missing in many spots in the first half, but the midboss has slowdown in its last phase that is too slow, making this tricky part a lot easier. Worst of all is the last part of the stage (everything after the midboss), which has WAY too much slowdown that lasts way too long. It is horrific.
-Stage 5 slowdown is stuttery, either too fast or too slow, and just feels rather janky overall. On the PCB it is smooth as butter. On the plus side, the midboss has the proper slowdown.

In addition, all of the transition-in and transition-out speeds are off (usually too fast in emulation).

I will try tweaking things up and down in the Slider menu, but it is possible what we have is already "as good as it gets" in MAME. I will be pleasantly surprised if I can get it significantly better, but like I said, I'll try.

Ultra or Maniac?

also, strange. Where is it supposed to slowdown on stage 1? and nothing ive checked has slowdown on those plants either..
i know its dumb to ask but are you sure you enabled blitter in machine configuration? i had to help someone with that earlier.

also, the stage 4 midboss does not have too much slowdown to my knowledge.
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