ShmupMAME Version 5.3.1

Shmupmame v5.3.1 has been released, featuring improved input delay for various shmup drivers, including cps1, cps2, and cps3, allowing for enhanced gameplay in Capcom fighters. Key updates include support for loop 2 starts in several games like Batsugun and Donpachi, as well as new de-lag methods for other titles through input injection and sprite buffer deletion. The release includes exclusive drivers for various platforms such as Sega STV, Taito G-net, and others, minimizing lag to 2 frames or less. However, some laggy games remain unsupported. Download is available for x64 systems.

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Shmupmame v5.3.1 has been released. Shmupmame is an enhanced version of MAME. This version reduces input lag for many drivers specific to shmups, which is a significant advantage. It also includes drivers for cps1, cps2, and cps3, allowing for smoother gameplay of Capcom fighters with reduced input delay.

Shmupmame Changelog:
Loop 2 start feature for the following games:
• Batsugun special (Starts at loop 2 with maximum power, but at “level 1”)
• Donpachi (jp) (Starts at loop 2 with maximum power)
• Dodonpachi (Starts at loop 2 with minimum power, maximum power not required)
• Dai-ou-Jou Black Label (includes WL) (Starts at loop 2 with maximum power for both shot and laser)
• Ketsui Ura Loop (Starts at loop 2 with maximum power)
• Ketsui Omote Loop (Starts at loop 2 with standard power)
• DaiFukkatsu 1.5 Omote Loop (Starts at loop 2 with maximum power)
List of included drivers (primarily for shmups, with some exceptions):
Shmupmame 5 “exclusives” (current alternatives are less effective due to inaccuracies, runahead/preemptive limitations, or are only available in vanilla MAME)
• CV1k via single buffering (Mushihimesama, Futari, Galuda 2, Dfk, Ibara, Deathsmiles, Pink Sweets, etc.)
• Sega STV via single buffering (Guardian Force, Radiant Silvergun, Cotton 2/boomerang, Soukyugurentai, Shienryu)
• Sony ZN via single buffering (Brave blade, G-Darius, Raystorm, Aero Fighters special)
• Taito G-net via single buffering (Raycrisis, Psyvariar, Shikigami no shiro, Night Raid, Xii Stag)
• Gradius IV via single buffering (voodoo1 video driver, no artifacts)
New de-lag methods in Shmupmame 5
• Cave 68000 via input injection (Dodonpachi, Esprade, Dangun feveron, Mazinger Z, Air gallet, Guwange (buffer delete)) (Donpachi and Hotdog Storm already responsive)
• Jaleco Mega System 32 via input injection (P47 Aces, Game Tengoku, Gratia)
• Gradius II via sprite buffer deletion (this method is new, may have been de-lagged in older builds)
De-lagged drivers ported from Shmupmame 4.2 (removed hacks causing visual side effects)
• Psikyo 1st gen both injection and sprite buffer deletion (Strikers 1945, Gunbird, Sengoku Ace, Tengai) (Frame advance shows 3 frames, actual tested at 2 frames)
• Namco System 1 both injection and sprite buffer deletion (Galaga ’88, blast off, dangerous seed, dragon spirit (injection only))
• Some NMK 16 shmups via sprite buffer deletion (Thunder Dragon 2, Rapid Hero, Macross 2, Strahl, US AAF Mustang, Black Heart, Acrobat mission, task force harrier)
• Psikyo 2nd gen via sprite buffer deletion (Strikers 1945 2/3, Gunbird 2, Dragon Blaze, Space Bomber)
• Mars Matrix via sprite buffer deletion (5 frames -> 3 frames, autosword and autofire for player 1)
• CPS2 via sprite buffer deletion (Progear, Gigawing, 1944, 19XX) *not Great Mahou/dimahou and 19XX due to visual artifacts
• CPS1 via sprite buffer deletion (3wonders, 1941, area88, carrier air wing, lost/forgotten worlds) *varth/3wonders/mercs are untouched due to visual artifacts
• Jaleco megasys1 via sprite buffer deletion (Chimera Beast, EDF, Cybattler, P47, Saint Dragon) Plus alpha untouched but responsive
• Boogie Wings via sprite buffer deletion (uses unique hardware/driver)
Included vanilla responsive drivers (2 frames lag or less)
• PGM (Ketsui, Espgaluda, Ddp Dai-ou-jou, Ddp2)
• Konami systems (Parodius series, Gradius I/III, Twinbee series, Salamander series, Thunder cross 1/2, Xexex, Trigon)
• Toaplan systems (Batsugun, Tatsujin/Truxton 1/2, Fling Shark, Fire Shark, Twin Cobra, Outzone, Dogyuun, Vimana, Hellfire, Zero wing)
• Taito F3 (Rayforce, Darius Gaiden, Grid Seeker, Gekirindan, Twin Cobra 2, Space Invaders 95)
• Taito F2 (Metal Black, Gun & Frontier, Super Space Invaders, Megablast)
• Seibu Systems (Raiden 1, Raiden 2/DX, Raiden Fighters 1/2/Jet, Viper Phase one)
• Sega System 16A/B (Fantasy zone 1/2, cotton, aurail, SDI, sonic boom)
• Neogeo shmups (some) (twinkle star, tomaday, andro dunos, viewpoint, sonic wings 2/3, pulstar, last resort, zed blade, shock troopers 1/2), testing is needed for the rest
• Omega Fighters & Cyvern (might need injection)
• Irem System (R-type 1/2/Leo, Mystic Riders, Image Fight, X-multiply, Air Duel, Gallop, Dragon Breed)
• Darius 1 & 2
• 1942 & 1943 & 1943 kai
• Some classics (mad planets, robotron, juno first, sky kid, xevious, zaxxon, centipede, millipede, space invaders, galaxian, galaga, gaplus, space invaders, gyruss)
• Sammy Seta Visco hardware (Change Air blade, storm blade, vasara 1/2, ultra x weapons, twin eagle 2)
• Nostradamus
Drivers/games unfortunately not included:
• Most of Raizing’s 68000 titles, 3-4 frames of lag; it’s advisable to use a runahead/preemptive emulator (Mahou is included as it is responsive)
• Dragon Saber, very laggy with noticeable buffer deletion due to panning
• Daioh (oddly laggy, despite other games on the system performing well; investigation revealed no easy solution)
• Dooyong, Afega, Comad and other extremely low-budget shmups, due to lack of interest
• Early 80s space invaders clones; hundreds of these exist; attempts were made to include some of the best ones

Download: Shmupmame v5.3.1 x64
Source: Here

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