Viewing Issue Advanced Details
ID Category [?] Severity [?] Reproducibility Date Submitted Last Update
08840 Gameplay Minor Always 27 days ago 19 days ago
Tester dink View Status Public Platform MAME (Official Binary)
Assigned To hap Resolution Fixed OS Windows Vista/7/8 (64-bit)
Status [?] Resolved Driver
Version 0.263 Fixed in Version 0.265GIT Build 64-bit
Fixed in Git Commit 914b1d9 Github Pull Request #
Summary 08840: avengers, buraiken: avengers/buraiken mcu synchronicity issue
Description Hi Haze & AJR,
I hooked up the mcu in fbn in similar fashion to MAME, and got a different effect when the game starts:
With dips set to normal, the first set of enemies that come out circle around the player, basically avoiding the player at any cost if they havn't moved yet. I spent a few days debugging and thinking the problem was with my impl, but, it's not. The problem is, MAME is actually missing a good latch write which tells the MCU to go after the inverse of the player's coordinates (meaning: don't touch the player) at the game start. Of course, if you put the difficulty to hard, they will go right for the player 1 @ start, but @ normal, you'll see the enemies do their very best to avoid the player.
Here's the proof: load up avengers, open debugger and watch the error log. As the game starts and the enemies come on-screen, you'll see the previous latches should be FF on a missed latch, except for 1: B6. Basically, the mcu "not sending a command" is FF and "an actual command" is !FF.
Steps To Reproduce
Additional Information
Github Commit
Regression Version
Affected Sets / Systems avengers, buraiken
Attached Files
png file icon avengers.png (37,572 bytes) 27 days ago Uploaded by dink
There are no relationship linked to this issue.
User avatar
26 days ago
Try again after this?
config.set_maximum_quantum(attotime::from_hz(10000)); <-- that's what got rid of the 'bad' warnings.
User avatar
19 days ago
Thanks hap, it's perfect