I’ve been preaching the good word of Shmupmame all weekend up in NorCal. We played on it pretty heavily during casuals, and it felt as close to arcade-perfect ST as you can get without having to buy an arcade cabinet, supergun, or DC with proper dipswitch settings.
The thing that I noticed is that the speed of the game seems to be different from laptop to laptop. So you’ll need to adjust Turbo speed settings accordingly.
I liked HDR mapping system, but that dumb ps3 glitch was really retarded. I like the way Skull Girls does it. That game overall has fantastic presentation.
Honestly, as long as the TO is familiar with schmupmame, changing inputs would take no less than 30 seconds. Majority of most players wouldn’t mind using the same stick, since a majority of us are used to either Sanwa/Sanwa combination or Seimitsu/Sanwa.
I’m not sure about MAME, but ShmupMAME worked pretty much with all default settings for me. I think CPS2 games are known to be still slightly laggy on MAME due to the way the drivers are written, but this is not an issue with ShmupMAME. To me, ShmupMAME feels the closest to arcade of any system I’ve tried (this includes HDR on Xbox). And this is despite monitor lag, USB lag and so on. It still feels way more reponsive than FBA – on the order of like three or four frames less lag, I’m guessing.
The disabling sound doesn’t do anything as far as I know in FBA. It was discovered by SaBrE back in 2008 when FBA was first used on GGPO, but it turned out to be a placebo fix. IIRC the effect is only noticeable when you framestep in the emulator, but not when you actually play normally.
What I’d like to know is if more recent versions of FBA have fixed some of the input delay issues (e.g. with ST) and if so whether at some point we could get GGPO to use these newer version(s). Probably not happening given how busy Ponder is these days with this startup.