ShmupMAME Version 5.3.1

Shmupmame v5.3.1 has been released, enhancing MAME with reduced input delay for various shoot ’em up (shmup) games. Key improvements include faster drivers for CPS1, CPS2, and CPS3, allowing better performance for Capcom fighters. Notable changes feature loop 2 gameplay for titles such as Batsugun and Donpachi, alongside the introduction of new de-lag methods. Exclusive drivers for systems like CV1k, Sega STV, and Sony ZN have been added, while others have been optimized for responsiveness. Though many popular games are supported, some laggy titles remain unoptimized. Download the latest version for improved performance in shmups.

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Shmupmame v5.3.1 has been released. Shmupmame is an enhanced version of MAME. This version minimizes input lag for many drivers specifically tailored for shmups. Notably, it includes the CPS1, CPS2, and CPS3 drivers, allowing you to experience Capcom fighters with reduced input delay.

Shmupmame Changelog:
Loop 2 starts for the following games:
• Batsugun special (Begins at loop 2 with maximum power, labeled as “level 1”)
• Donpachi (jp) (Begins at loop 2 with maximum power)
• Dodonpachi (Begins at loop 2 with minimum power; maximum power is unnecessary)
• Dai-ou-Jou Black Label (also includes WL) (Begins at loop 2 with maximum power for both shot and laser)
• Ketsui Ura Loop (Begins at loop 2 with maximum power)
• Ketsui Omote Loop (Begins at loop 2 with standard power)
• DaiFukkatsu 1.5 Omote Loop (Begins at loop 2 with maximum power)
List of included drivers (shmups only, with some exceptions):
Shmupmame 5 features “exclusives” (current alternatives are less effective due to inaccuracies, runahead/preemptive limitations, or 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 delete (the method is new, though it might have been de-lagged in earlier builds)
De-lagged drivers ported from shmupmame 4.2 (removed hacks with visual artifacts)
• Psikyo 1st gen both injection and sprite buffer delete (Strikers 1945, Gunbird, Sengoku Ace, Tengai) (Frame advance shows 3 frames, but measured at 2 frames)
• Namco System 1 both injection and sprite buffer delete (Galaga ’88, Blast Off, Dangerous Seed, Dragon Spirit (injection only))
• Some NMK 16 shmups via sprite buffer delete (Thunder Dragon 2, Rapid Hero, Macross 2, Strahl, US AAF Mustang, Black Heart, Acrobat Mission, Task Force Harrier)
• Psikyo 2nd gen via sprite buffer delete (Strikers 1945 2/3, Gunbird 2, Dragon Blaze, Space Bomber)
• Mars Matrix via sprite buffer delete (5 frames to 3 frames, autosword and autofire for player 1)
• CPS2 via sprite buffer delete (Progear, Gigawing, 1944, 19XX) *not Great Mahou/dimahou and 19XX due to visual artifacts
• CPS1 via sprite buffer delete (3 Wonders, 1941, Area 88, Carrier Air Wing, Lost/Forgotten Worlds) *Varth/3 Wonders/Mercs are untouched due to resulting visual artifacts
• Jaleco Megasys1 via sprite buffer delete (Chimera Beast, EDF, Cybattler, P47, Saint Dragon) Plus Alpha is untouched but responsive
• Boogie Wings via sprite buffer delete (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), the rest require testing
• 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 delay, playing with a runahead/preemptive emulator is recommended (Mahou is included as it is responsive)
• Dragon Saber, very laggy and buffer delete is noticeable due to panning
• Daioh (surprisingly very laggy even though other games on the system perform fine; some investigation found no easy fix)
• Dooyong, Afega, Comad, and other very low-budget shmups, due to lack of interest
• Early ’80s Space Invaders clones, there are hundreds of those, and efforts were made to include some of the best ones

Download: Shmupmame v5.3.1 x64
Source: Here

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