Re: [Xmame] Frontend question

2004-07-18 Thread Frank Cox
On Sat, 17 Jul 2004 14:39:25 -0500
handsomepete [EMAIL PROTECTED] wrote:

 Thanks Lawrence.  Works great.

It does?  It segfaults about halfway through rebuilding the gamelist here.


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Re: [Xmame] Frontend question

2004-07-18 Thread Julian Sikorski
Lawrence Gold wrote:
Attached is a patch that works.  Note that you need to have xml2info 
somewhere in your path (e.g., /usr/local/bin).  To apply it, cd into 
the gxmame directory and run

patch -p1  /path/to/gxmame-xml-patch
You are superior.
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Re: [Xmame] Frontend question

2004-07-18 Thread Julian Sikorski
Pierre Maziere wrote:
Rather than patching your existing xmame-0.83.1 build tree, recompile 
xmame from a clean tree, and it won't segfaults
At least, that's what happens for me

Isn't it a patch for gxmame?
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Re: [Xmame] Frontend question

2004-07-18 Thread Pierre Maziere
On Sun, 18 Jul 2004, Julian Sikorski wrote:
Pierre Maziere wrote:
Rather than patching your existing xmame-0.83.1 build tree, recompile 
xmame from a clean tree, and it won't segfaults
At least, that's what happens for me

Isn't it a patch for gxmame?
yes, but it only affects the way xmame is called by gxmame.
When i patched xmame 0.83.1 and recompiled xmame from this pre build tree, 
i had an illegal instruction error when using -listxml option.
This makes gxmame unable to built the games list.
Recompiling xmame from a clean tree fixes the problem

-
Pierre Maziere
http://mamory.sourceforge.net
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Re: [Xmame] Frontend question

2004-07-18 Thread Julian Sikorski
Pierre Maziere wrote:
On Sun, 18 Jul 2004, Julian Sikorski wrote:
Pierre Maziere wrote:
Rather than patching your existing xmame-0.83.1 build tree, 
recompile xmame from a clean tree, and it won't segfaults
At least, that's what happens for me

Isn't it a patch for gxmame?

yes, but it only affects the way xmame is called by gxmame.
When i patched xmame 0.83.1 and recompiled xmame from this pre build 
tree, i had an illegal instruction error when using -listxml option.
This makes gxmame unable to built the games list.
Recompiling xmame from a clean tree fixes the problem

I've misunderstood you. I'm using 0.84u3 clean build and it works fine.
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[Xmame] -vrs problem

2004-07-18 Thread c.s.h.
Hi,

Could some kind soul tell me what rom comes after batmanfr when verifying a 
rom set?

Currently, when I do a -vrs switch, it gets through batmanfr, then stops and 
proceeds to use up ALL my ram unitl I ctrl-C... so I'm wondering what the 
offending romset is.

Thanks a bunch,
Chris



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Re: [Xmame] Frontend question

2004-07-18 Thread Frank Cox
On Sun, 18 Jul 2004 14:33:46 +0200 (CEST)
Pierre Maziere [EMAIL PROTECTED] wrote:

 When i patched xmame 0.83.1 and recompiled xmame from this pre build
 tree, i had an illegal instruction error when using -listxml option.
 This makes gxmame unable to built the games list.
 Recompiling xmame from a clean tree fixes the problem

Not for me.

xmame.x11 -listxml works fine; gives me the list from start to end.

gxmame rebuild game list segfaults in the middle of the job.  So it
appears to be something on the gxmame end of things, not the xmame end,
that's blowing up.

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Re: [Xmame] mortal kombat 2 and 3

2004-07-18 Thread Meghazi Fabien
  Mortal kombat 2 and 3 runs fine except for the audio.
  For 2 or three minutes, the sound is good, then it start to make glitches
  and flicking for some minutes then the sound comes back to normal for 2
  or 3 minutes, etc ... but I stay at 100% 60/60 fps !?

 Did you try some of the other version of MK2/3, there are several
 slightly different versions out there so maybe you're problem is related
 only to the 'default' mk2/3 version of mame buth not to the other
 versions? (They also used slighty different HW in those arcade machines
 as well)
 Did you try increasing the soundbuffer (although sinced the problem
 occurs after minutes I guess this won't help that much)
 You say you're 100% 60/60...
 Maybe you can try a fixed frameskip of 2 or 3? This might gain you some
 extra time to improve the emulation.
 Also don't forget that MK2 and 3ines have some of the more heavier sound
 hardware thats out there to emulate.

I tried to compile with sdl and sdl sound. When I run it using framebuffer in 
a console I don't have the sounbd problem, if i try the same binary under X I 
got the sound problem. BUT ! If i use this binary (SDL + SDL sound) when I 
shut down artds from kde I don't have sound problem under X

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Re: [Xmame] mortal kombat 2 and 3

2004-07-18 Thread Julian Sikorski
Meghazi Fabien wrote:
Mortal kombat 2 and 3 runs fine except for the audio.
For 2 or three minutes, the sound is good, then it start to make glitches
and flicking for some minutes then the sound comes back to normal for 2
or 3 minutes, etc ... but I stay at 100% 60/60 fps !?
 

Did you try some of the other version of MK2/3, there are several
slightly different versions out there so maybe you're problem is related
only to the 'default' mk2/3 version of mame buth not to the other
versions? (They also used slighty different HW in those arcade machines
as well)
Did you try increasing the soundbuffer (although sinced the problem
occurs after minutes I guess this won't help that much)
You say you're 100% 60/60...
Maybe you can try a fixed frameskip of 2 or 3? This might gain you some
extra time to improve the emulation.
Also don't forget that MK2 and 3ines have some of the more heavier sound
hardware thats out there to emulate.
   

I tried to compile with sdl and sdl sound. When I run it using framebuffer in 
a console I don't have the sounbd problem, if i try the same binary under X I 
got the sound problem. BUT ! If i use this binary (SDL + SDL sound) when I 
shut down artds from kde I don't have sound problem under X

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I don't know whether it will help, but DCS driver was cleaned up in 
084u3 und works quicker and, I think, better.

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Re: [Xmame] Frontend question

2004-07-18 Thread Paul Priest
Frank Cox wrote:
Not for me.
xmame.x11 -listxml works fine; gives me the list from start to end.
gxmame rebuild game list segfaults in the middle of the job.  So it
appears to be something on the gxmame end of things, not the xmame end,
that's blowing up.
 

Just a guess, try moving mameinfo.dat and history.dat out of your MAME dir.
Lawrence's patch removed the bit that set the path to these to /dev/null.
Otherwise all that text gets dumped in the -listxml output and gxmame 
might not be able to cope with it.

- Paul
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Re: [Xmame] Frontend question

2004-07-18 Thread Frank Cox
On Sun, 18 Jul 2004 11:34:01 -0600
Frank Cox [EMAIL PROTECTED] wrote:

 xmame.x11 -listxml works fine; gives me the list from start to end.
 
 gxmame rebuild game list segfaults in the middle of the job.  So it
 appears to be something on the gxmame end of things, not the xmame end,
 that's blowing up.

In the spirit of scientific experimentation, I just tried this:

xmame.x11 -listxml | xml2info

And it rocked on right through the entire list with no problem.

Interesting...


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[Xmame] ArcadeWM

2004-07-18 Thread Mikael Claesson
Hello.

I've created a window manager for my cabinet, and I
thought I should share it with the world. Here's a
temporary project page:

http://hem.passagen.se/miclaes/arcadewm/

Anyways, let me know what you think.

/M




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Re: [Xmame] Frontend question

2004-07-18 Thread Lawrence Gold
Paul Priest wrote:
Just a guess, try moving mameinfo.dat and history.dat out of your MAME dir.
Lawrence's patch removed the bit that set the path to these to /dev/null.
Otherwise all that text gets dumped in the -listxml output and gxmame 
might not be able to cope with it.
Here's an improved patch.  The first time around, I had put the pipe to 
xml2info in the wrong spot, and the quick way to fix it was to remove 
the two /dev/null bits.
diff -Nur gxmame-0.34b/src/mameio.c gxmame-0.34b-xml/src/mameio.c
--- gxmame-0.34b/src/mameio.c	2003-11-26 02:38:21.0 -0700
+++ gxmame-0.34b-xml/src/mameio.c	2004-07-18 13:58:18.890130776 -0600
@@ -217,7 +217,7 @@
 		
 	/* Generate the list */
 	/* without including neither history nor mameinfo to have less to parse after*/
-	opt=g_strdup_printf(%s -listinfo -%s /dev/null -%s /dev/null 2/dev/null,
+	opt=g_strdup_printf(%s -listxml -%s /dev/null -%s /dev/null | xml2info 2/dev/null,
 			current_exec-path,
 			available_options-mameinfo_file_option,
 			available_options-history_file_option);


Re: [Xmame] ArcadeWM

2004-07-18 Thread Dave
On Sun, 18 Jul 2004, Mikael Claesson wrote:

 Hello.

 I've created a window manager for my cabinet, and I
 thought I should share it with the world. Here's a
 temporary project page:

 http://hem.passagen.se/miclaes/arcadewm/

 Anyways, let me know what you think.

Screenshots?

-- 
David Griffith
[EMAIL PROTECTED]

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Re: [Xmame] ArcadeWM

2004-07-18 Thread Mikael Claesson
--- Dave [EMAIL PROTECTED] wrote:

 Screenshots?

Perhaps I should try to better explain what this is. 

ArcadeWM is a special window manager which runs in
parallell with your ordinary window manager but which
controls one of your monitors (which is connected to
one of your graphics cards). It will display any
window which opens on that screen in fullscreen mode,
and it will use your spare keyboard for input (you
need atleast two).

This primarily means two things:

1) You can run any game and any emulator in full
screen mode (regardless of whether this was intended
by the programmer) as long as it doesn't open more
than one window and as long as it only requires
keyboard input (no mouse).

2) You can use your computer as an ordinary
workstation and play games with your arcade cabinet
simultaneously. ArcadeWM takes over one screen and one
keyboard, the rest of your system is left intact.

I should probably point out that I haven't had the
chance to test on any system other than my own. That's
why I call it version 0.1. And that's where you guys
come in. :)

Best regards

/M




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