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ID Category [?] Severity [?] Reproducibility Date Submitted Last Update
08840 Gameplay Minor Always Mar 22, 2024, 13:53 Mar 30, 2024, 18:41
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 0.265 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) Mar 22, 2024, 13:53 Uploaded by dink
There are no relationship linked to this issue.
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Mar 24, 2024, 01:16
Try again after this?
config.set_maximum_quantum(attotime::from_hz(10000)); <-- that's what got rid of the 'bad' warnings.
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Mar 30, 2024, 13:25
Thanks hap, it's perfect