Re: [Xmame] Status of XMame?

2010-02-11 Thread Frank Cox

On Fri, 2010-02-12 at 11:46 +1100, Kingsley Turner wrote:
> I thought I'd need new executables, etc. etc... hence this post.

It's not a problem to create an executable for a "new" Linux
distribution.  Just compile xmame-106 and let 'er rip.
> 
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Re: [Xmame] Status of XMame?

2010-02-11 Thread Frank Cox

On Fri, 2010-02-12 at 11:14 +1100, Kingsley Turner wrote:
> Hi Xmamers,
> 
> Does anyone know the current status of xmame?

I think it's pretty much a dead project.  Having said that, I still use
it myself.  xmame-106  is the latest version that I'm aware of.  I was
playing a game on it yesterday afternoon, in fact.

It compiles and works fine on Centos 5, and as I recall I had it running
on Fedora 10 or 11 a while ago with no issues.

I think the code is sufficiently "generic" that xmame-106 will continue
to work for a long time yet.  At least, it hasn't quit yet.

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Re: [Xmame] Anyone home?

2007-09-05 Thread Frank Cox
On Thu, 06 Sep 2007 06:18:45 +1000
Kingsley <[EMAIL PROTECTED]> wrote:

> It's been exceedingly quiet on this list, is anyone still updating /
> patching xmame ?

I'm still using it, if that counts.

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Re: [Xmame] FC6 - compiz and sdlmame/xmame don't get along

2006-10-30 Thread Frank Cox
On Mon, 30 Oct 2006 18:12:26 +0100
Hans de Goede <[EMAIL PROTECTED]> wrote:

> AFAIK compiz is incompatible with lots of stuff, esp opengl apps. Go file a 
> bug against compiz :)

Done.

https://bugzilla.redhat.com/bugzilla/show_bug.cgi?id=213114


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[Xmame] FC6 - compiz and sdlmame/xmame don't get along

2006-10-30 Thread Frank Cox
Under FC6 with SDLMAME 0109u2 and "compiz" active, it runs dead slow, as in
several minutes wait for anything to happen other than a black screen.

xmame.x11 gives me nothing but a black screen or window no matter how long I
wait, even though it says that it did x number of frames when I exit.  So it's
apparently running the game, but it's not visible.

Without "compiz", everything appears to work as expected.

It looks like compiz is incompatible with xmame and SDLMAME for some reason.

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Re: [Xmame] Front End for SDLMame?

2006-10-17 Thread Frank Cox
On Tue, 17 Oct 2006 17:34:52 -0400
"c.s.h." <[EMAIL PROTECTED]> wrote:

> Do any of the linux mame front ends work with SDLMame?

http://it.geocities.com/pinguinogoloso/


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Re: [Xmame] sdlmame

2006-09-20 Thread Frank Cox
On Wed, 20 Sep 2006 23:45:25 +0200
Laurent Desnogues <[EMAIL PROTECTED]> wrote:

> Look if there are options in your OpenGL driver not to sync
> to vertical retrace.

Where would I look for that?  This is a Fedora Core 5 system so  I think the
OpenGL stuff would all be in these rpms:

mesa-libGLU-6.4.2-6.FC5.3
mesa-libGL-devel-6.4.2-6.FC5.3
mesa-libGL-6.4.2-6.FC5.3

However, having looked at the contents of each of those rpms I don't see
anything that looks like a config file or anything like that.

> Regarding your 17 FPS in soft, it looks very low.  Was that
> in fullscreen?  Did you pass some options on the command-
> line?

I just ran it directly from the directory where I compiled sdlmame, using this
commandline:

./sdlmame -rompath /home/mame/roms pacman

That gave me a fullscreen display that was exceptionally pretty (much nicer
than straight-up xmame.x11/xv with no effects) but it was almost a slide-show.

> What kind of speed did you get with XMAME?

I never really used OpenGL before, as I said.  Using xmame.x11/xv things pretty
much ran flat-out and full-bore with no problem.

I suspect that I can get a very snazzy and usable display using sdlmame if I
can just find the right options.  Right now it seems like I have a choice
between snazzy and usable, though.

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[Xmame] sdlmame

2006-09-20 Thread Frank Cox
I was just playing with sdlmame and it's really pretty!

However, using the default video option (soft) pacman runs at 17fps on my 3GHz
Intel machine with onboard Intel 82915G video.

Using -video opengl it runs at normal speed.

Since I have  never really looked at OpenGL stuff much before, are there any
settings that I should be tweaking to get the best performance and display out
of this thing?

When I run a game using -video opengl I get this:

Using SDL single-window OpenGL driver (SDL 1.2)
OpenGL: Tungsten Graphics, Inc
OpenGL: Mesa DRI Intel(R) 915G 20050225 x86/MMX/SSE2
OpenGL: 1.3 Mesa 6.4.2
OpenGL: non-power-of-2 textures supported (old method)
OpenGL: max texture size 2048 x 2048


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[Xmame] Advancemenu

2006-08-10 Thread Frank Cox
I just updated my arcade machine from Fedora Core 3 to Fedora Core 5, and now I
can't get Advancemenu to compile. 

I get several screens of this: 
 
./advance/lib/rgb.h:64: warning: ‘packed’ attribute ignored for field of type
‘uint8’ ./advance/lib/rgb.h:65: warning: ‘packed’ attribute ignored for field
of type ‘uint8’ 

followed by this: 
 
advance/menu/emulator.h:44: error: extra qualification ‘emulator::’ on member
‘attrib_compile’ advance/menu/emulator.h:366: error: extra qualification
‘generic::’ on member ‘load_info’ make: ***
[obj/menu/linux/blend/menu/emulator.o] Error 1 

and that's the end of the story. 
 
I tried compiling with gcc 3.2 instead of 4.1, but got the same results. 

Has anyone else had this problem?  Does anyone know of a fix?

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Re: [Xmame] 0.86 ROMS to 0.106

2006-08-05 Thread Frank Cox
On Sat, 05 Aug 2006 13:51:19 -0700
Cecil Watson <[EMAIL PROTECTED]> wrote:

> Thanks for the response and for your work!  I did the above, but it
> didn't work...  I'll have to play with it again.

I almost get the impression that you are assigning more capability to
advancescan than it actually has.

Advancescan will tell you what romsets are incorrect, and will update romsets
as well.  But you have to actually possess the rom update sets for Advancescan
to merge.

In other words, simply running Advancescan on a set of Mame roms will not
magically create a new set of Mame roms for an updated version.



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Re: [Xmame] joystick D-pad doesn't work on AMD64

2006-06-10 Thread Frank Cox
On Sat, 10 Jun 2006 06:48:52 -0400
Cyrus Adkisson <[EMAIL PROTECTED]> wrote:

> > Did you try just hitting tab and setting the joystick inputs to match
> > left-right-up-down in Input(General)?

> Yes.

And?  Nothing registers or comes up on the screen at all when you move the d-pad
while in the mode to set one of the inputs?

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Re: [Xmame] joystick D-pad doesn't work on AMD64

2006-06-09 Thread Frank Cox
On Fri, 09 Jun 2006 21:21:21 -0400
Cyrus Adkisson <[EMAIL PROTECTED]> wrote:

> If anybody has an suggestions, please share them. Thanks.

Did you try just hitting tab and setting the joystick inputs to match
left-right-up-down in Input(General)?

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Re: [Xmame] logitech rumblepad 2 (one last shot)

2006-05-24 Thread Frank Cox
On Wed, 24 May 2006 21:43:08 -0400
Cyrus Adkisson <[EMAIL PROTECTED]> wrote:

> Does the joystick need to be identified in xorg.conf?

No.

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Re: [Xmame] logitech rumblepad 2

2006-05-24 Thread Frank Cox
On Wed, 24 May 2006 18:26:47 -0400
Cyrus Adkisson <[EMAIL PROTECTED]> wrote:

> I tried your default.cfg2 but it didn't help. The first other cfg file 
> was not attached to your email. By the way, how would I know if the 
> default.cfg is even being read by xmame? The output includes the rc 
> files it parses, but says nothing about default.cfg.
> 
> Please include your command line invocation as well. Should I use 
> -analogstick as an option?

I have sent you a copy of my xmamrc file as well as the other default.cfg file
that I mentioned in my previous email.  After editing the xmamerc file to point
to your roms directory and so on, you should be able to simply type:

xmame.x11 pacman

to play pacman with your joystick.


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Re: [Xmame] logitech rumblepad 2

2006-05-24 Thread Frank Cox
On Wed, 24 May 2006 17:48:50 -0400
Cyrus Adkisson <[EMAIL PROTECTED]> wrote:

> I should have been more clear in my first post. Not only does the D-pad 
> do nothing, neither of the analog (?) sticks do either. All three work 
> in jscalibrator (and DO switch when the mode light is pressed).

Are you sure you have joystick support compiled into your xmame executable?

Does it say that you have a joystick attached when you run xmame?
You should see a status report like this somewhere along the way when you load
xmame:  (cut and pasted from my terminal right this very minute)

Standard joystick interface initialization...
Joystick: /dev/js0 is Logitech Logitech Cordless RumblePad 2
Joystick: Built in driver version: 2.1.0
Joystick: Kernel driver version  : 2.1.0
OSD: Info: Joystick 0, 6 axis, 12 buttons


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Re: [Xmame] Fedora Core 5 and xmame -fullscreen

2006-04-17 Thread Frank Cox
Just released:

Product : Fedora Core 5
Name: metacity
Version : 2.14.3  
Release : 1.fc5.1  
Summary : Metacity window manager

Included in the release notes for the above:

This release just reverts the widely hated new focus behavior of Metacity
2.14.x to the behavior found in 2.12.x.  Patch came from Ron Yorston.  
See http://blogs.gnome.org/view/newren/2006/04/13/0 and
http://mail.gnome.org/archives/release-team/2006-April/msg00025.html
for more details.

 - Add a focus_new_windows gconf key, change the default to 'smart' (2.12
   behavior) and add a 'strict' option to get 2.14 behavior.  (Ron)   [#326159]




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Re: [Xmame] Fedora Core 5 and xmame -fullscreen

2006-04-03 Thread Frank Cox
On Tue, 04 Apr 2006 00:09:30 -0600
Lawrence Gold <[EMAIL PROTECTED]> wrote:

> On Mon, 2006-04-03 at 23:18 -0600, Frank Cox wrote:
> > Fedora Core 5 has a new and rather annoying "feature", where opening a 
> > window
> > from a terminal doesn't give focus to the newly opened window.  You have to
> > click on the newly opened window to give it focus.
> 
> I began noticing that problem with my Gentoo install too, either after
> upgrading to Gnome 2.14 or from X.org 6.8 to 7.0.
> 
> Do you have focus-follows-mouse set?  I wonder if the problem occurs
> when click-to-focus is set.  I'd test it, but I'm off to bed.

I just tried that and the same thing happens.  As the mouse pointer disappears
when I type the -fullscreen option (even when I include -nogm as well), there is
no way to move the mouse over the game that's sitting on the desktop
background.  So it's still inaccessable, and the terminal window and the
taskbar still sit on top of it as well.



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[Xmame] Fedora Core 5 and xmame -fullscreen

2006-04-03 Thread Frank Cox
Fedora Core 5 has a new and rather annoying "feature", where opening a window
from a terminal doesn't give focus to the newly opened window.  You have to
click on the newly opened window to give it focus.

Example:  If I type "nedit" (without the quotes) into a terminal window the
nedit window opens but the focus is still set to the terminal that I typed the
command into.

The problem that this causes for xmame is that when you type something like
"xmame -fullscreen pacman", the game loads and runs behind the terminal window;
the terminal window and the taskbar at the bottom are still in the foreground
covering part of the game and I have not yet found a way to shift the focus to
the game.  Basically, it make the -fullscreen option useless.

There doesn't appear to be any way to set Fedora to not do that and to just
give focus to newly opened windows.

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Re: SPAM: [Xmame] joystick and xscreensaver

2006-02-24 Thread Frank Cox
On Fri, 24 Feb 2006 19:46:52 -0500
theGREENzebra <[EMAIL PROTECTED]> wrote:

> That'd be for games that have two joysticks, think "tank controls" or the 
> controls in Smash TV.

Ah.  That makes a great deal of sense.

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Re: [Xmame] joystick and xscreensaver

2006-02-24 Thread Frank Cox
On Fri, 24 Feb 2006 18:24:14 -0700 (MST)
[EMAIL PROTECTED] wrote:

> Here's a script I've got running when X starts on my computer. It checks the 
> names of running programs (in this instance: xmame.SDL, gens, mplayer, or 
> xine) and pings xscreensaver if any of them are present.

I just made this little script, based on your idea:

xscreensaver-command -exit
gxmame
xscreensaver &

I don't see why this won't work this way.  Does anyone see any problems with
this approach?

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[Xmame] joystick and xscreensaver

2006-02-24 Thread Frank Cox
I just installed a Logitech gamepad on one of my computers.  It works great
with xmame, but after a few minutes of gameplay, xscreensaver kicks in and my
game goes away until I "hit any key".  

I did a wee bit of googling, and discovered this, which may be relevant to the
situation at hand:

http://www.jwz.org/xscreensaver/faq.html#dvd

Incidentally, in the "Player 1 controls" section, what is P1 Right/Left, P1
Right/Right, P1 Left/Right and P1 Left/Left?

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[Xmame] eolith & eolith16 drivers with FC4

2006-02-19 Thread Frank Cox
The eolith and eolith16 games crash with a segfault when compiled with -02 on
Fedora Core 4.  Compiling with -01 seems to work, though.

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[Xmame] mslider

2006-02-15 Thread Frank Cox
I just tried to play mslider with .103 and it didn't work.  Nothing but a black
screen.  After exiting the program, it seemed to have put X into some kind of a
loop; my CPU was 100% busy and everything dragged until I logged out of my
session.

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Re: [Xmame] digdug won't work

2005-12-21 Thread Frank Cox
On Wed, 21 Dec 2005 11:57:06 -0500 (EST)
JASON JESSO <[EMAIL PROTECTED]> wrote:
> I thought it worked before.  Does this mean of rom is bad?

No.  It means that your digdug.zip romset is incomplete.

> 136007.109   NOT FOUND
> ERROR: required files are missing, the game cannot be
> run.

See?


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Re: [Xmame] Light guns?

2005-10-27 Thread Frank Cox
On Thu, 27 Oct 2005 21:16:43 +1000
Kingsley <[EMAIL PROTECTED]> wrote:

> How did everyone go with their various light-gun problems?

Never did get mine to work.  I sent an email to their tech support about
this and they replied and said that I should contact the sales address to
arrange for a return or exchange.  I sent the sale address a request
twice over the course of several weeks, and the tech support address
another email also.  No further response at all.

So I guess that means Game Over for me in regard to Act Labs products.

I still have this lightgun here, that doesn't appear to work at all.

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Re: [Xmame] what is happening here?!

2005-09-18 Thread Frank Cox
On Sun, 18 Sep 2005 22:10:53 -0400
刘 远曦 <[EMAIL PROTECTED]> wrote:

> ERROR: required files are missing, the game cannot be run.

You either don't have the required romset or you haven't told xmame where
to find it.

Specify the rompath either in .xmame/xmamerc or use the -rompath
commandline parameter to tell xmame where to find your game romset.

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Re: [Xmame] Re: Act Labs lightgun

2005-09-06 Thread Frank Cox
On Tue, 06 Sep 2005 13:38:02 + (UTC)
Carl Moore <[EMAIL PROTECTED]> wrote:

> So, now I'm thinking it's a power issue (or bug in the usb implementation) 
> with
> the 848P mobo's.  I do happen to have an ancient usb 1.0 powered hub 
> collecting
> dust in the closet at home, so I decided to hook that up and see if that would
> work.  Still won't work, same behavior.

In response to this message, I just picked up a USB 2.0 powered hub and
gave it a try.

Now my screen has washed-out colours just like the Windows machine that I
tried this gun on last week.

Unfortunately, the gun still behaves the same -- the screen goes blank
when I switch to calibrate mode and all shots go to the top left-hand
corner of the screen.


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Re: [Xmame] Act Labs lightgun

2005-09-02 Thread Frank Cox
On Fri, 02 Sep 2005 18:20:17 -0500
Mike Crawford <[EMAIL PROTECTED]> wrote:

> I don't know what to say.  I had 2 of the new guns on order, and they 
> came today, and they work just great with my monitor and xmame.  What 
> kind of monitor are you using?

The monitor is a Mitsubishi Diamondscan HC3925ATK manufactured in
September 1991. It's a 20-inch monitor with a maximum resolution of
800x600, which makes it just perfect for Mame.


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Re: [Xmame] Act Labs lightgun

2005-09-02 Thread Frank Cox
On Sat, 03 Sep 2005 00:32:00 +0100
"Nathan L. Reynolds (yibble)" <[EMAIL PROTECTED]> wrote:

> On Fri, 2005-09-02 at 14:58 -0600, Frank Cox wrote:
> --snip--
> > I put my lightgun on his computer.  His display looks like the colour is
> > washed out and dull.  The screen turns white when the gun is switched to
> > calibrate mode.
> --snip--
> 
> This doesn't sound right. You've implied that the colour does not look
> washed out and dull when his gun is connected, but does when yours is.
> Is that correct?

Yes.  The colour is washed out and dull on his monitor when my gun is
connected, but not when his gun is connected.

The colour is fine on my monitor with both his gun and mine.

Weird, ain't it.  If it was washed out and dull on both monitors when
that lightgun was connected then I would say, "Aha! Hardware problem."
But...


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Re: [Xmame] Act Labs lightgun

2005-09-02 Thread Frank Cox
I have done some more experimenting here.  I don't know what I expected
to find out, but it wasn't this:

I took my lightgun (with the control box, of course) to a friend who runs
Windows XP and got his lightgun at the same time as I got mine earlier
this week.

His lightgun works great on his computer.  His display looks fine.  The
screen turns solid white when the gun is switched to calibrate mode.

I put my lightgun on his computer.  His display looks like the colour is
washed out and dull.  The screen turns white when the gun is switched to
calibrate mode.

I brought his lightgun back here with me, and put it on my computer using
xmame.  My display looks fine.  The screen goes blank when the gun is
switched to calibrate mode.  So there is absolutely no difference between
his lightgun and mine when it's hooked up to my computer.

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Re: [Xmame] Act Labs lightgun

2005-09-01 Thread Frank Cox
On Fri, 02 Sep 2005 00:27:24 +0100
"Nathan L. Reynolds (yibble)" <[EMAIL PROTECTED]> wrote:

> It sounds like a hardware issue to me. I'm running a cab with two of
> these guns, and it's fine. 

Do you have the older ray-gun style, or these new handgun style?  I
wonder if there has been some under-the-hood change in these guns that
screws up xmame support.

> Also, the screen should go white when
> calibrating, else the guns can't measure the 'gun' so to speak.

That's what I thought.

> I would first check how the guns were being powered, if they're being
> powered from a passive USB hub, you may want to test them whilst plugged
> into a powered USB hub, or directly to s USB port.

I have mine plugged directly into the usb port on the back of my cabinet
computer. 

> I know it sounds silly, but I'd also check that they're connected
> correctly.

Since it goes "bang bang" and the screen flashes white when a shot is
taken, I think it' s hooked up correctly.

Perhaps I should shut it down and remove and re-install the plugs
to-and-from it, though.

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Re: [Xmame] Act Labs lightgun

2005-09-01 Thread Frank Cox
On Thu, 01 Sep 2005 09:55:58 -0700
Joe Inkenbrandt <[EMAIL PROTECTED]> wrote:

>  However, I remember that you must have joysticks enabled 

Still no joy.  Compiled with JOY_STANDARD=1 or without, with
X_INPUT_DEVICES=1 or without, I get the same thing.

The gun is recognized and shoots and the screen turns momentarily white
as each shot is taken.  But all shots go to the top left corner of the
screen, no matter where the gun is aimed.

I have been comparing experiences with Carl Moore and we both have the
same thing happen when we switch the gun to calibrate mode -- the screen
goes blank.  I checked with a friend of mine who got the same lightgun at
the same time as I did.  He runs Windows XP and the gun works fine for
him (in fact, he says it's super-accurate) but in his case the screen
turns white when he switches to calibrate mode.

I think that's the problem here, somehow.  When the screen goes
blank/black instead of white the gun never gets calibrated properly or at
all, I suppose.

> Let me know if that works for you. If not, I will compile .99 tonight 
> and do some debug.

Any insights will be very welcome.

Unless something else comes along, I am thinking that I will take my gun
to my friend and have him hook it up on his computer and see if it's ok
with Windows XP to eliminate hardware problems.  If it was just me with
the problem I would be more concerned about possible hardware failure but
since Carl has an identical experience it suggests a software problem to
me.


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Re: [Xmame] Act Labs lightgun

2005-08-31 Thread Frank Cox
On Wed, 31 Aug 2005 09:37:31 -0700 (PDT)
[EMAIL PROTECTED] wrote:

> tail -f is not the same as cat. You should use cat. I think that is your
> problem.

You're right.  I now have input from my lightgun using this setting:

evabs-lightgun1 /dev/input/event1

I'm not quite where I want to go yet, though.  I now have what appears to
be the same problem as Carl Moore just posted here, i.e. "When a game is
running the mouse cursor stays frozen at the top left corner, andwon't
budge no matter how many times I calibrate it."  I get the "bang bang"
and can use up bullets and everything, but all of my shots go to the top
left corner of the screen.

I just checked with a friend of mine who runs Windows and he tells me
that his screen turns solid white when he sets the calibrate switch on
his gun.

My screen goes blank instead.

I am thinking that a blank screen when calibrating rather than a white
screen when calibrating is either a symptom of or the cause of this
problem.  If the gun isn't calibrated, then that would cause what I am
seeing when I take a shot.

Any ideas for what I should be looking at or for to get the gun to
calibrate?

> Also, you should have more than 2 event under /dev/input I have 32.

Well, I just have the two.  This is everything that's listed
under /dev/input:

crw-r--r--  1 root root 13, 64 Aug 30 10:41 event0
crw-r--r--  1 root root 13, 65 Aug 30 10:41 event1
crw-r--r--  1 root root 13,  0 Aug 30 10:41 js0
crw-r--r--  1 root root 13, 63 Aug 30 10:41 mice


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Re: [Xmame] Act Labs lightgun

2005-08-31 Thread Frank Cox
On Wed, 31 Aug 2005 10:30:23 -0600
Frank Cox <[EMAIL PROTECTED]> wrote:

> The screen flashes white momentarily when I pull the trigger each time,
> whether I'm pointing it at the screen or not, but I don't see any light
> coming on inside of the gun barrel.

Having just now read a bit on the principles of lightguns, I see that the
gun itself is a receiver for the light from the screen.  That makes sense.

When I switch the gun to calibrate mode, the screen goes blank/black.  I
thought that it was supposed to turn white?

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Re: [Xmame] Act Labs lightgun

2005-08-31 Thread Frank Cox
On Wed, 31 Aug 2005 09:33:16 -0500
Mike Crawford <[EMAIL PROTECTED]> wrote:

> Well, you need to put the event input device node in there, not the USB 
> ID.  Look in /dev/input/event*, and one by one type in "cat 
> event" and press the gun's trigger.  Once you find one that is 
> giving you data when you press the trigger, put that 
> /dev/input/event in your xmamerc.

I have two "events" in /dev/input, as follows:

crw-r--r--  1 root root 13, 64 Aug 30 10:41 /dev/input/event0
crw-r--r--  1 root root 13, 65 Aug 30 10:41 /dev/input/event1

tail -f /dev/input/event0 and tail -f /dev/input/event1 give me no output
at all when I pull the trigger.

The screen flashes white momentarily when I pull the trigger each time,
whether I'm pointing it at the screen or not, but I don't see any light
coming on inside of the gun barrel.

Do I need to add an entry to /etc/X11/xorg.conf?  I currently have this
as the only mention of a mouse in there.

Section "InputDevice"
Identifier  "Mouse0"
Driver  "mouse"
Option  "Protocol" "IMPS/2"
Option  "Device" "/dev/input/mice"
Option  "ZAxisMapping" "4 5"
Option  "Emulate3Buttons" "no"
EndSection



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[Xmame] Act Labs lightgun

2005-08-30 Thread Frank Cox
I just got my shiny new lightgun, but I'm not blasting the aliens with it
yet.

dmesg tells me:
input: USB HID v1.10 Pointer [ACT LABS ACT LABS PC USB Light Gun] on
usb-:00:1d.0-2

I uncommented this line in makefile.unix:   LIGHTGUN_ABS_EVENT = 1

I added this to xmamerc:
evlabs-lightgun1usb-:00:1d.0-2

Nothing happens when I switch to calibrate mode on the gun, or when I
pull the trigger.

What am I missing or doing wrong?  

(Perhaps the answer to this should be included in xmame's documentation.)

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Re: [Xmame] (no subject)

2005-08-02 Thread Frank Cox
On Tue, 02 Aug 2005 11:37:03 -0600
Lawrence Gold <[EMAIL PROTECTED]> wrote:

> I may just hold off until 0.99 is released, 

Sounds reasonable to me.

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Re: [Xmame] compiler flags question

2005-05-17 Thread Frank Cox
On Tue, 17 May 2005 00:53:13 -0700 (PDT)
"F.J. McCloud" <[EMAIL PROTECTED]> wrote:

> Would it matter to xmame?  Unless you're trying out gcc-4.0's
> autovectorization?  I am curious to see if that would benefit
> xmame performance, esp. on newer games.

I did a bit of playing around with GCC4 the other day on another mailing
list.

Here is my post:
> I'd be really interested to see a comparison when "-Os" is used
> (optimize for smaller size code). It'd be neat to know whether GCC 4
> knows better size optimizations than GCC 3.x.

GCC 3.4.3 34114504 May 15 13:29 xmame.x11
GCC 4 28293108 May 15 13:56 xmame.x11

18% smaller executable.

> That's nice too I suppose, although I don't really think that "pacman"
> is a super-great game to use as a benchmark. ;)  One of the NeoGeo or
> similar recent games might be a better test.

NeoGeo is an old, out-dated platform too, and probably isn't the best
benchmark either if you're looking for something to hammer the hardware.

I have created four versions of xmame.x11 version 0.96.  Two compiled with
only the smaller size option, and two that I have optimized as well as I
can for performance.  The same flags and options are set for both of the
performance optimized versions, and the size optimized versions have all
flags and options set to their default values.

The performance optimized versions are as follows:

GCC 3.4.3 39711260 May 14 23:07 xmame.x11
GCC 4 38969132 May 14 19:14 xmame.x11

Pacman
--
Size optimized
GCC 3.4.3 1235% 745fps
GCC 4 1154% 703 fps
Speed optimized
GCC 3.4.3 1280% 759fps
GCC 4 1295% 795fps


NeoGeo Metal Slug 4
---
Size optimized:
GCC 3.4.3 370% 225fps
GCC 4 250% 152fps
Performance optimized:
GCC 3.4.3  393% 230 fps 
GCC 4 400% 270fps

Now lets hammer the hardware.

San Francisco Rush (Seattle driver) high score screen
---
Size optimized
GCC 3.4.3 7% 4fps
GCC 4 7% 4 fps
Speed optimized
GCC 3.4.3 11% 7 fps
GCC 4 11% 7 fps

Maybe that's too extreme.

Ultimate Mortal Kombat 3

Size optimized
GCC 3.4.3 199% 103fps
GCC 4 150% 80 fps
Speed optimized
GCC 3.4.3 209% 108fps
GCC 4 215% 113fps

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[Xmame] gcc4 & sxyreac/sxyreac2

2005-05-12 Thread Frank Cox
Compiling using the gcc4 that came around for Fedora Core 3 the other day,
both sxyreac and sxyreac2 load but never start.  The screen goes black and
stays that way.

Compiling it with gcc 3.4.3 makes the problem go away.

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Re: [Xmame] GCC4 xmame benchmarks

2005-04-24 Thread Frank Cox
On Sun, 24 Apr 2005 00:36:52 -0700
Christopher Stone <[EMAIL PROTECTED]> wrote:

> It looks like its smaller with gcc4 to me.

That's just because I can't type.

Should have been 4738 bytes.

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[Xmame] GCC4 xmame benchmarks

2005-04-24 Thread Frank Cox
I have been playing around with the "Preview of GCC version 4.0" for
Fedora Core 3 and thought you lot might be interested in my findings.

This computer is an Intel P4/2.4 with 1mb of ram.  It runs Fedora Core 3
with all current updates.  Kernel version 2.6.11-1.14_FC3.

For testing, I compiled xmame 0.95 using the out-of-the-box makefile.unix
with no further changes or optimizations other than changing the compiler
to gcc4 of course.

Time to compile with GCC 3.4.3
real15m57.606s
user14m25.467s
sys 0m41.458s

Time to compile with GCC 4 "preview"
real19m16.969s
user18m9.633s
sys 0m45.569s

Executable size:
GCC4 34096176 Apr 24 01:05 xmame.x11
GCC3.4.3 36943076 Apr 24 00:41 xmame.x11

Interestingly enough, this:
#include 
main()
{
printf("hello world\n");
}
compiles to 4438 bytes with GCC4 but only 4730 bytes with GCC 3.4.3. 
There must be slightly more "standard overhead" with GCC4, but that
appears to be made-up-for with a less trivial program.

xmame.x11 pacman
GCC 3.4.3 runs at 1070% 645fps
GCC 4 runs at 1095% 660fps

It looks like we get a bit of "free speed" out of GCC4.
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Re: [Xmame] hi

2005-04-16 Thread Frank Cox
On Sat, 16 Apr 2005 23:41:31 -0700 (PDT)
Justin Zygmont <[EMAIL PROTECTED]> wrote:

> Is there any special tricks to get this running?

Did you set up your ~/.xmame directory and edit ~/.xmame/xmamerc to match
your system setup?

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Re: [Xmame] viostorm not working

2005-03-27 Thread Frank Cox
On Mon, 28 Mar 2005 08:08:07 +0100
smf <[EMAIL PROTECTED]> wrote:

> > viostorm doesn't work.  It gets to the end of the initialize screens
> > and says "eprom 13c bad".  And we're done.
> 
> rm nvram/viostrorm.nv

That did it.

Thanks!

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[Xmame] viostorm not working

2005-03-27 Thread Frank Cox
viostorm doesn't work.  It gets to the end of the initialize screens and
says "eprom 13c bad".  And we're done.

viostrma, viostrmj and viostrmu all work fine.

Does anyone else see this?

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[Xmame] mslug4 end-of-mission music?

2005-03-22 Thread Frank Cox
I was playing mslug4 earlier today and am wondering about the
end-of-mission music, or lack thereof.

As I recall, at the end of each stage there is some triumphal music in the
other mslugs, and then a voice announces "Mission Complete!".  On mslug4,
there is a moment of respectful silence, then the "Mission Complete!".

Is there supposed to be music at that point?

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Re: [Xmame] Compiling 0.94 as usual don't generate xmame.x11 executable!!

2005-03-19 Thread Frank Cox
On Sat, 19 Mar 2005 12:42:59 +0100
"[EMAIL PROTECTED]" <[EMAIL PROTECTED]> wrote:

> I do like usual, but no executable are in the folder after
> compile.
> I use gcc-3.3.4

Post the last several lines of screen output when you ran make.

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[Xmame] gcc 4.0?

2005-03-14 Thread Frank Cox
Any comments or discussion about how gcc 4.0 will or may affect xmame
development?

ref: http://news.com.com/2102-7344_3-5615886.html?tag=st.util.print

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Re: [Xmame] Megatech (SMF please read)

2005-01-24 Thread Frank Cox
On Mon, 24 Jan 2005 14:11:36 +0100
Hans de Goede <[EMAIL PROTECTED]> wrote:

> Thanks for the heads up, can you think of any other games which do this 
> and could benefit from an osd side code hack?

What about the Nintendo PlayChoice-10 games?

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Re: [Xmame] suplup, and a new feature idea

2005-01-05 Thread Frank Cox
On Wed, 05 Jan 2005 08:49:59 +0100
Hans de Goede <[EMAIL PROTECTED]> wrote:

> Do you have xmame compiled with DGA and run it as root, or have it suid 
> root? that 512 mb looks like a mapping of your framebuffer to me.

Nope.  That's xmame.x11/xv.

I get a similar result on my desktop machine when I run suplup with
xmame.x11/xv and check it with pmap.  It reports a total of 596492K used. 
But since this machine has more ram (1GB vs 512mb in my game box) I guess
that's why it works on this machine.

Again, is there a reason why this would be so huge?  pacman on this
machine (using the same xmame.x11/xv binary) uses a total of 58732k
according to pmap, just 10% of suplup's usage.


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Re: [Xmame] suplup, and a new feature idea

2005-01-04 Thread Frank Cox
On Tue, 04 Jan 2005 13:59:11 +0100
Hans de Goede <[EMAIL PROTECTED]> wrote:

> Strange, I have no problems what soever with suplup

It works fine on my desktop machine too, but not on my game machine.

I notice that it uses a huge chunk of ram -- it doesn't look like it's a
tremendously "fancy" game -- should it be using memory?

Here is the output from pmap:

8595:   xmame suplup
00166000 36K r-x--  /libnss_files-2.3.4.so
0016f000  4K r  /libnss_files-2.3.4.so
0017  4K rw---  /libnss_files-2.3.4.so
0068d000  8K r-x--  /xlcDef.so.2
0068f000  4K rw---  /xlcDef.so.2
00a35000 84K r-x--  /ld-2.3.4.so
00a4a000  4K r  /ld-2.3.4.so
00a4b000  4K rw---  /ld-2.3.4.so
00a4e000   1164K r-x--  /libc-2.3.4.so
00b71000  4K -  /libc-2.3.4.so
00b72000  8K r  /libc-2.3.4.so
00b74000  8K rw---  /libc-2.3.4.so
00b76000  8K rw---[ anon ]
00b7a000132K r-x--  /libm-2.3.4.so
00b9b000  4K r  /libm-2.3.4.so
00b9c000  4K rw---  /libm-2.3.4.so
00b9f000  8K r-x--  /libdl-2.3.4.so
00ba1000  4K r  /libdl-2.3.4.so
00ba2000  4K rw---  /libdl-2.3.4.so
00ba5000780K r-x--  /libX11.so.6.2
00c68000 16K rw---  /libX11.so.6.2
00c6e000 52K r-x--  /libXext.so.6.4
00c7b000  4K rw---  /libXext.so.6.4
00c7e000 60K r-x--  /libz.so.1.2.1.2
00c8d000  4K rw---  /libz.so.1.2.1.2
00c9 16K r-x--  /libXv.so.1.0
00c94000  4K rw---  /libXv.so.1.0
00d52000 28K r-x--  /libXrender.so.1.2.2
00d59000  4K rw---  /libXrender.so.1.2.2
00da2000 32K r-x--  /libXcursor.so.1.0.2
00daa000  4K rw---  /libXcursor.so.1.0.2
08047000  26848K r-x--  /xmame.x11
09a7f000  13796K rw---  /xmame.x11
0a7f8000  10960K rw---[ anon ]
0d00a000800K rw---[ anon ]
96898000   1136K rw---[ anon ]
969b4000300K rw-s-[ shmid=0x2d801d ]
969ff000   8328K rw---[ anon ]
97221000388K rw---[ anon ]
97282000 526604K rw---[ anon ]
b74c5000388K rw---[ anon ]
b7526000780K rw---[ anon ]
b7609000392K rw---[ anon ]
b7e6c000   1528K rw---[ anon ]
b7fff000  4K rw---[ anon ]
bfe5b000   1684K rw---[ stack ]
e000  4K -[ anon ]
 total   596440K

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Re: [Xmame] suplup, and a new feature idea

2005-01-03 Thread Frank Cox
On Mon, 03 Jan 2005 21:18:04 +0100
Matthias Saou <[EMAIL PROTECTED]> wrote:

> My guess would be that the xmame binary used up all your RAM and got
> killed. Open another terminal, run top and press "m" to sort by memory
> usage and try to see if it grows and grows before it stops ;-)

Interesting.  dmesg tells me this after running suplup on that box.  I
have no idea what any of this means, other than the last line which
indicates that it was, indeed, out of memory and killed.

oom-killer: gfp_mask=0xd2
DMA per-cpu:
cpu 0 hot: low 2, high 6, batch 1
cpu 0 cold: low 0, high 2, batch 1
Normal per-cpu:
cpu 0 hot: low 32, high 96, batch 16
cpu 0 cold: low 0, high 32, batch 16
HighMem per-cpu: empty

Free pages: 932kB (0kB HighMem)
Active:143 inactive:115662 dirty:0 writeback:115491 unstable:0 free:233
slab:7292 mapped:801 pagetables:496
DMA free:20kB min:20kB low:40kB high:60kB active:8kB inactive:11520kB
present:16384kB
protections[]: 0 0 0
Normal free:912kB min:692kB low:1384kB high:2076kB active:564kB
inactive:451128kB present:499688kB
protections[]: 0 0 0
HighMem free:0kB min:128kB low:256kB high:384kB active:0kB inactive:0kB
present:0kB
protections[]: 0 0 0
DMA: 3*4kB 1*8kB 0*16kB 0*32kB 0*64kB 0*128kB 0*256kB 0*512kB 0*1024kB
0*2048kB 0*4096kB = 20kB
Normal: 64*4kB 18*8kB 30*16kB 1*32kB 0*64kB 0*128kB 0*256kB 0*512kB
0*1024kB 0*2048kB 0*4096kB = 912kB
HighMem: empty
Swap cache: add 383300, delete 267822, find 45399/46390, race 0+0
Out of Memory: Killed process 522 (xmame.x11).
oom-killer: gfp_mask=0x1d2
DMA per-cpu:
cpu 0 hot: low 2, high 6, batch 1
cpu 0 cold: low 0, high 2, batch 1
Normal per-cpu:
cpu 0 hot: low 32, high 96, batch 16
cpu 0 cold: low 0, high 32, batch 16
HighMem per-cpu: empty

Free pages: 740kB (0kB HighMem)
Active:181 inactive:115822 dirty:0 writeback:115563 unstable:0 free:185
slab:7275 mapped:855 pagetables:359
DMA free:20kB min:20kB low:40kB high:60kB active:8kB inactive:11520kB
present:16384kB
protections[]: 0 0 0
Normal free:720kB min:692kB low:1384kB high:2076kB active:716kB
inactive:451768kB present:499688kB
protections[]: 0 0 0
HighMem free:0kB min:128kB low:256kB high:384kB active:0kB inactive:0kB
present:0kB
protections[]: 0 0 0
DMA: 3*4kB 1*8kB 0*16kB 0*32kB 0*64kB 0*128kB 0*256kB 0*512kB 0*1024kB
0*2048kB 0*4096kB = 20kB
Normal: 0*4kB 26*8kB 30*16kB 1*32kB 0*64kB 0*128kB 0*256kB 0*512kB
0*1024kB 0*2048kB 0*4096kB = 720kB
HighMem: empty
Swap cache: add 383919, delete 268364, find 45470/46524, race 0+0
Out of Memory: Killed process 446 (sshd).

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Re: [Xmame] Samples issue(s)

2004-12-26 Thread Frank Cox
On Sun, 26 Dec 2004 17:19:37 -0800 (PST)
Mark Wells <[EMAIL PROTECTED]> wrote:

>  I have gxmame set to look in the same directory for samples as my mame
>  zips.

>  Am I just doing something boneheaded here?

Yep.

Samples have the same name as the rom files, so for example your Solar
Quest romset is named solarq.zip, and your Solar Quest samples are also
names solarq.zip.

Putting two files in the same directory with identical names doesn't work;
the second will overwrite the first.

Create a roms directory and a samples directory.  Put the romsets in the
roms directory and the samples in the samples directory, point xmame there
with your xmamerc file and all will be well.


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[Xmame] suplup, and a new feature idea

2004-12-24 Thread Frank Cox
SUPLUP
--
On my desktop computer, suplup runs fine.

On my game machine, I get this:

loading rom 0: rom1.bin
loading rom 1: rom2.bin
loading rom 2: roml00.bin
loading rom 3: romu00.bin
loading rom 4: roml01.bin
loading rom 5: romu01.bin
loading rom 6: vrom1.bin
done
Killed

There is a pause of several seconds between the "done" and the "killed".

What just happened?

FEATURE IDEA

It occurs to me that it might come in handy to have a little log file that
stores the messages that xmame normally sends to the terminal every time
you load a game.  This little log could be overwritten each time you load
a new game so it doesn't turn into a multi-megabyte monster.

The idea here is that when you are running a game machine that has no
keyboard, and no window manager loaded (like mine), you can still get see
the regular terminal output if there is a problem.  Just read the little
log afterward.  This would also be handy in situations where xmame locks
up or otherwise makes the screen unavailable without a reboot or killing
the session.

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Re: [Xmame] xv oddness

2004-12-24 Thread Frank Cox
On Fri, 24 Dec 2004 11:16:54 +0100
Hans de Goede <[EMAIL PROTECTED]> wrote:

> Between 0.86 and 0.87 you say, then I think I've got it narrowed down, 
> 0.87 and later use perfect-yuv blitting by default, could you try 0.89 
> with -noperfect-yuv

That's it!  Adding perfect-yuv 0 to the xmamerc on both of these computers
seems to have fixed the problem.  I can see Popeye and Columns 97 now.

This may be a problem common to the integrated video on Intel
motherboards.  I just tried xmame on another machine that also has an
Intel motherboard (a 3.2GHz Pentium 4 so it's newer than my machines) and
it exhibited the same behaviour.

Perhaps we should add a note about this to the xmame documentation.

"If you are using xv mode and the screen or window just goes black (and X
may lock up if you are using full-screen mode) with certain games, try
adding -noperfect-yuv to your xmame commandline, or perfect-yuv 0 to your
xmamerc file."

Thank you ever so much for your help.  I sincerely appreciate it.

What is "perfect yuv", anyway?

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Re: [Xmame] xv oddness

2004-12-24 Thread Frank Cox
On Fri, 24 Dec 2004 10:01:48 +0100
Hans de Goede <[EMAIL PROTECTED]> wrote:

> Probably 0.88, thats when I cleaned up all of the video code an 
> intergrated opengl and glide into the x11 binary, that was more of a 
> rewrite then a cleanup. Although I appreciate your efforts to narrow 
> this down to a single release I don't think thats going to help. I'll 
> see if I can reproduce some of your problems.

Actually, it's between 0.86 and 0.87.

Using this command on both:

xmame.x11 -x11 2 popeye

I get video on 0.86, but a blank window (with the game music playing) on
0.87 and the same on 0.88 with "xmame.x11 -vidmod 1 popeye".

I see these warnings reported on the compile of xmame-0.87, that don't
appear on 0.86 or 0.88:

src/unix/video-drivers/x11.c:62: warning: excess elements in struct
initializer
src/unix/video-drivers/x11.c:62: warning: (near initialization for
`x_func[1]')
src/unix/video-drivers/x11.c:62: warning: excess elements in struct
initializer
src/unix/video-drivers/x11.c:62: warning: (near initialization for
`x_func[1]')
src/unix/video-drivers/x11.c:62: warning: excess elements in struct
initializer
src/unix/video-drivers/x11.c:62: warning: (near initialization for
`x_func[1]')

So something that changed between 0.86 and 0.87 is the culprit.

> Is this on i386 or amd64?

My main desktop computer is a 2.4 GHz Pentium 4.  My game machine is a
1.6GHz Celeron.  They both exhibit this problem.  I have been doing this
testing just now on my desktop machine.

> Also could you try CVS? (instructions are on the download page of 
> www.mess.org, check out the module xmess.) I've done a rewrite of the 
> blit core in CVS and I believe I might have fixed some bugs.

I will do that tomorrow and provide you with a report; it's getting rather
late here now.


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Re: [Xmame] xv oddness

2004-12-24 Thread Frank Cox
On Thu, 23 Dec 2004 23:09:48 -0600
Frank Cox <[EMAIL PROTECTED]> wrote:

> On Thu, 23 Dec 2004 14:16:18 -0800
> Christopher Stone <[EMAIL PROTECTED]> wrote:
>  
> > These games work fine for me with FC3, you sure you compiled xmame
> > correctly?
> 
> Yes.

This is most interesting.  I just compiled xmame.x11 0.89 using the "out
of the box" makefile with no modifications at all.  I usually set some of
the optimizations in the makefile, but not this time.

Carnevil doesn't segfault now, oddly enough, but popeye still gives me a
blank window with the commandline xmame.x11 -vidmod 1 popeye.  I can hear
the music playing, so the game is running.  I just can't see it.

Therefore, the problem is somewhere between 0.85 and 0.89.  For my next
trick, I shall compile 0.86, 0.87 and 0.88 using the out-of-the-box
makefile for each, and determine exactly which which one broke.


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Re: [Xmame] xv oddness

2004-12-23 Thread Frank Cox
On Thu, 23 Dec 2004 14:16:18 -0800
Christopher Stone <[EMAIL PROTECTED]> wrote:
 
> These games work fine for me with FC3, you sure you compiled xmame
> correctly?

Yes.

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Re: [Xmame] xv oddness

2004-12-23 Thread Frank Cox
On Thu, 23 Dec 2004 16:26:35 -0600
Frank Cox <[EMAIL PROTECTED]> wrote:

Interesting.  xmame.x11 v0.85 works fine on my desktop machine.

xmame.x11 -x11 3 popeye
gives me:

Using a Visual with a depth of 24bpp.
MIT-SHM & XV Extensions Available. trying to use...
Can't find a suitable RGB format - trying YUY2 instead... Success.
Using Xv & Shared Memory Features to speed up
Actual bits per pixel = 32... Clearing YUY2
Ok
Using 16bpp video mode
info: setting fragsize to 512, numfrags to 6
info: fragsize = 512, numfrags = 6
info: audiodevice /dev/dsp set to 16bit linear mono 22050Hz
info: sysdep_dsp: using oss plugin
info: sysdep_mixer: using oss plugin
Making YUV lookup
Average FPS: 60.000517 (65 frames)

Something changed between 0.85 and now.

0.89 output below for comparison:
> MIT-SHM & XV Extensions Available. trying to use.
> Can't find a suitable RGB format - trying YUY2 instead.
> Clearing YUY2
> Using Xv & Shared Memory Features to speed up
> info: setting fragsize to 512, numfrags to 6
> info: fragsize = 512, numfrags = 6
> info: audiodevice /dev/dsp set to 16bit linear mono 22050Hz
> info: sysdep_dsp: using oss plugin
> info: sysdep_mixer: using oss plugin

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Re: [Xmame] xv oddness

2004-12-23 Thread Frank Cox
On Thu, 23 Dec 2004 16:07:19 -0600
Frank Cox <[EMAIL PROTECTED]> wrote:

> I am having some trouble with X11/xv on two Fedora Core 3 machines, one
> of which is my game box.

I guess I should have titled this X11 oddness.

On my desktop machine it looks like at least sometimes the game is
actually running but it's not showing me anything on-screen.

xmame.x11 -vidmod 0 popeye
works fine

xmame.x11 -vidmod 1 popeye
goes to a black window, but the music is playing and the game is running.

But

xmame.x11 -vidmod 1 pacman
works perfectly.

xmame.x11 -vidmod 1 popeye and pacman both, give me this on the terminal:

MIT-SHM & XV Extensions Available. trying to use.
Can't find a suitable RGB format - trying YUY2 instead.
Clearing YUY2
Using Xv & Shared Memory Features to speed up
info: setting fragsize to 512, numfrags to 6
info: fragsize = 512, numfrags = 6
info: audiodevice /dev/dsp set to 16bit linear mono 22050Hz
info: sysdep_dsp: using oss plugin
info: sysdep_mixer: using oss plugin


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[Xmame] xv oddness

2004-12-23 Thread Frank Cox
I am having some trouble with X11/xv on two Fedora Core 3 machines, one of
which is my game box.

On this desktop machine, Carnevil gives me the initial info screen, then
segfaults when I  hit a key to continue.  It works perfectly with
xmame.SDL.

On my game box, about half of the games that I've tried to play go to a
black screen and that's all she wrote -- I have to log in remotely and
reboot the box to get my menu back.  All of the neo geo stuff seems to
work, puzz loop works, pacman works, but columns97 and battlezone(!)
don't.  And so on.

Has anything changed with regard to xv support with recent versions of
xmame, or should I blame the new Fedora for whatever broke here?  That's
what changed on my game machine -- xmame 0.89 and an upgrade from Redhat 9
to Fedora Core 3.


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[Xmame] bmcompm2 - hmcompm2

2004-12-22 Thread Frank Cox
I have my chd's in separate subdirectories under my main roms directory. 
I believe this is a common and "recommended" setup.

I have to put a symbolic link in my bmcompm2 subdirectory as follows:

988jaa11.chd -> ../hmcompm2/988jaa11.chd

Otherwise bmcompm2 refuses to verify properly

Is this correct behaviour?  I thought bmcompm2 would "just look" in the
hmcompm2 directory for its chd, but apparently not.


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[Xmame] carnevil

2004-11-12 Thread Frank Cox
Has anything in particular changed with regard to Carnevil in the 0.88
release?

It still works on my desktop machine but now it locks up hard on my game
machine, so hard that I have to reboot it to get my "keyboard" back.  I
deleted the carnevil files in nvram, cfg and directories and the next time
I tried running the game it didn't even get to the "Press OK" screen.  It
didn't recreate any file in nvram or cfg, but I got a huge (12612283 Nov
12 14:49 carnevil.dif) file in diff.

My game machine is using X11/xv on a Celeron 1.6 with an 800x600
Mitsubishi monitor.


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Re: [Xmame] CVS compile errors

2004-10-25 Thread Frank Cox
On Mon, 25 Oct 2004 11:26:58 -0600
Lawrence Gold <[EMAIL PROTECTED]> wrote:

> I've updated CVS with the new option, "-skip_validitychecks", which is 
> set to true by default.

Just exactly what are we checking the validity of here, anyway?


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Re: [Xmame] Mortal Kombat 3 became slower in 0.87

2004-10-05 Thread Frank Cox
On Tue, 05 Oct 2004 11:51:42 +0200
Julian Sikorski <[EMAIL PROTECTED]> wrote:

> I'm not sure about the version, but almost for sure I was able to play 
> mk3 in ~53 fps (full) since DCS cleanup. Now I've noticed that game 
> reaches only ~43 fps ingame, and thus is quite difficult to play. 

Did you set  X86_MIPS3_DRC = 1 in makefile.unix?

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Re: [Xmame] xmame/xmess 0.87

2004-10-04 Thread Frank Cox
On Tue, 05 Oct 2004 08:36:46 +0200
René Reucher <[EMAIL PROTECTED]> wrote:

> >> Something is wrong:
> >>   ERROR
> >> The requested URL could not be retrieved
> >> While trying to retrieve the URL: 
> >> http://x.mame.net/download/xmame-0.87.tar.bz2
> >
> >Nothing wrong here.  I downloaded it the other day just fine and just
> >now tried it again and it's still working.

> Sorry, Frank, that's not true... I get the same error from ztnet's
> squid!

[EMAIL PROTECTED] temp]$ wget http://x.mame.net/download/xmame-0.87.tar.bz2
--00:45:19--  http://x.mame.net/download/xmame-0.87.tar.bz2
   => `xmame-0.87.tar.bz2'
Resolving x.mame.net... 64.237.35.231
Connecting to x.mame.net[64.237.35.231]:80... connected.
HTTP request sent, awaiting response... 200 OK
Length: 14,601,566 [application/x-bzip2]
 
100%[>] 14,601,566   179.08K/sETA
00:00
 
00:46:44 (167.40 KB/s) - `xmame-0.87.tar.bz2' saved [14601566/14601566]
 
[EMAIL PROTECTED] temp]$ date
Tue Oct  5 00:46:48 CST 2004

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Re: [Xmame] xmame/xmess 0.87

2004-10-04 Thread Frank Cox
On Tue, 05 Oct 2004 07:54:46 +0200
Julian Sikorski <[EMAIL PROTECTED]> wrote:

> Something is wrong:
>   ERROR
> The requested URL could not be retrieved
> While trying to retrieve the URL: 
> http://x.mame.net/download/xmame-0.87.tar.bz2

Nothing wrong here.  I downloaded it the other day just fine and just now
tried it again and it's still working.


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Re: [Xmame] problem in menu item name

2004-08-29 Thread Frank Cox
On Sun, 29 Aug 2004 12:43:44 -0600
Lawrence Gold <[EMAIL PROTECTED]> wrote:

> H, removing it might be the best solution, especially since that'll 
> eliminate the need to patch the core code for every release.  Any 
> objections?  I've never used the feature, so I wouldn't miss it, but 
> others might feel differently.

I've never used it either, so here's one vote in favour of removal.

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Re: [Xmame] Mame dies when starting games

2004-08-26 Thread Frank Cox
On Thu, 26 Aug 2004 14:48:18 -0700 (PDT)
John Pummill <[EMAIL PROTECTED]> wrote:
 
> I am trying to get Mame working under mythgame and I
> am having the following problem. 

Have you tried starting xmame from the commandline so you can actually see
any error messages that may come up?

x11?  SDL?  GL?  Etc?


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Re: [Xmame] passing dip switch settings at start of xmame?

2004-08-25 Thread Frank Cox
On Wed, 25 Aug 2004 16:48:44 -0500
[EMAIL PROTECTED] wrote:

> I cannot find a way to make the changes persistent.  Xmame forces me to
> make the dip switch change every time I run the program (changing
> cabinet from "upright" to "cocktail").  If I could get the setting to
> save, that would fix my problem. Thanks,

Make sure that your ~/.xmame/cfg and ~/.xmame/nvram directories (a) exist,
and (b) are not set to read-only.


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[Xmame] tapper lost its voice in 0.85

2004-08-14 Thread Frank Cox
No singing, no dancing, no rock 'n roll in tapper (budweiser) any more.

I get a 'sound board interface error' at the start followed by no sound in
the game.


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Re: [Xmame] Changing Keyboard Input

2004-08-02 Thread Frank Cox
On Mon, 02 Aug 2004 20:08:23 +
Hussam Dawood <[EMAIL PROTECTED]> wrote:

> Hi, I was wondering if there's a way to change the currently mapped
> buttons to something else.
> 
> Like my current setup is "punch1: ctrl, punch2: alt" "kick1: shift,
> kick2: z, kick3: x"
> 
> I did skim over the man page for xmame, and tried using a frontend too
> with no luck.

Load the game, hit tab.

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Re: [Xmame] Frontend question

2004-07-18 Thread Frank Cox
On Sun, 18 Jul 2004 19:07:23 +0100
Paul Priest <[EMAIL PROTECTED]> 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.

That did it, indeed.


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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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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] Frontend question

2004-07-17 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] Question about xmame 0.84

2004-07-03 Thread Frank Cox
On Sat, 03 Jul 2004 15:56:08 +0200 (CEST)
Pierre Maziere <[EMAIL PROTECTED]> wrote:

> mame 0.84 has removed the -listinfo option now that xml2info can
> correctly translate the -listxml output.
> In order keep Mamory useful, can you telle me if you intend to remove it
> for xmame 0.84 or not ?

In view of all of the things that broke a while back when the xmame list
options were reformatted (to a point that they were put back the way they
were before) I'd suggest that this is one "improvement" that we really
don't need.

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Re: [Xmame] newbie installing/running problem.......

2004-07-02 Thread Frank Cox
On Sat, 03 Jul 2004 06:03:33 +0100
chunlee <[EMAIL PROTECTED]> wrote:

> what went wrong?

You haven't specified the location of your romsets.  Set that is the
~/.xmame/xmamerc file or use the -rompath parameter on the commandline.

Try this:

xmame -help

for a complete list of commandline parameters.


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Re: [Xmame] xmame/xmess-0.83.1

2004-06-12 Thread Frank Cox
On Sat, 12 Jun 2004 21:24:57 -0600
Lawrence Gold <[EMAIL PROTECTED]> wrote:

> xmame/xmess-0.83.1 is available:

As I compile, I see lots of "warning: dereferencing type-punned pointer
will break strict-aliasing rules" notices rolling by


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Re: [Xmame] Asteroids doesn't start up - XV error

2004-06-03 Thread Frank Cox
On Thu, 03 Jun 2004 18:22:34 -0400
"Michael J. Sherman" <[EMAIL PROTECTED]> wrote:

> X Error of failed request:  BadAlloc (insufficient resources for 
> operation)

Sure looks like you ran out of video ram.


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Re: [Xmame] HotRodSE under XFree86 without keyboard attached doesn't work since upgrading to SuSE 9.1

2004-05-08 Thread Frank Cox
On Sun, 09 May 2004 00:59:41 +0200
Pieter Hulshoff <[EMAIL PROTECTED]> wrote:

> Hmm, it's a thought. Any idea under what name they are sold, and perhaps
> at what store?

Try running "dummy keyboard plug" through google.  I get 14900 hits; one
of them should be either instructions for building one or someone flogging
their product.

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Re: [Xmame] HotRodSE under XFree86 without keyboard attached doesn't work since upgrading to SuSE 9.1

2004-05-08 Thread Frank Cox
On Sun, 09 May 2004 00:32:34 +0200
Pieter Hulshoff <[EMAIL PROTECTED]> wrote:

> No, they're PS2. The HotRodSE has a PS2 in and a PS2 out connector to
> allow a normal keyboard to be hooked up to it.

This isn't really a fix as such, but a work around would be to get one of
the "fake keyboard" plugs that used to be available (and probably still
are) for use with headless servers and such where the bios wouldn't allow
the machine to boot without an attached keyboard.

It's just a little plug that goes in where the keyboard normally plugs in;
it reports "all ok" when queried about the presence of a keyboard and
that's all it does.


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Re: [Xmame] xmame/xmess-0.81.1

2004-04-12 Thread Frank Cox
On Mon, 12 Apr 2004 19:33:42 +0200
Pieter Hulshoff <[EMAIL PROTECTED]> wrote:

> 
> I seem to be having trouble downloading the file. Is it still available?
> 
> Konqueror tells me it isn't...

It looks like the full source archive is (or was) truncated so it's
incomplete and basically useless.

The diff patch is ok, though, so you can download that and apply it to the
.80.1 source tree and all is well.


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Re: [Xmame] xmame/xmess-0.81.1

2004-04-11 Thread Frank Cox
On Mon, 12 Apr 2004 02:19:54 -0400
theGREENzebra <[EMAIL PROTECTED]> wrote:

> >>The following error was encountered: 
> >>This file is too large and requires ZTNet staff approval. Webmasters
> >>should contact the admin for approval of extremely large files. 
> > simple solution: kill lev.
> 
> I got a different error with a 403; but I can't get it for you because
> the file is now working =]

Indeed, now it's available for download.

But this:

 tar -xvjf xmame-0.81.1.tar.bz2

leads to:

xmame-0.81.1/mess/systems/ti990_4.c
 
bzip2: Compressed file ends unexpectedly;
perhaps it is corrupted?  *Possible* reason follows.
bzip2: Inappropriate ioctl for device
Input file = (stdin), output file = (stdout)
 
It is possible that the compressed file(s) have become corrupted.
You can use the -tvv option to test integrity of such files.
 
You can use the `bzip2recover' program to attempt to recover
data from undamaged sections of corrupted files.
 
xmame-0.81.1/mess/systems/at.c
tar: Unexpected EOF in archive
tar: Unexpected EOF in archive
tar: Error is not recoverable: exiting now

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Re: [Xmame] xmame/xmess-0.81.1

2004-04-11 Thread Frank Cox
On Sun, 11 Apr 2004 22:50:40 -0600
Lawrence Gold <[EMAIL PROTECTED]> wrote:


> The full sources:
> 
>  http://x.mame.net/download/xmame-0.81.1.tar.bz2

ERROR
The requested URL could not be retrieved

While trying to retrieve the URL:
http://x.mame.net/download/xmame-0.81.1.tar.bz2 

The following error was encountered: 
This file is too large and requires ZTNet staff approval. Webmasters
should contact the admin for approval of extremely large files. 


Generated Mon, 12 Apr 2004 04:56:55 GMT by squid3.ztnet.com
(squid/2.5.STABLE1-20021126)

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Re: [Xmame] the legality of roms

2004-03-27 Thread Frank Cox
On Sat, 27 Mar 2004 11:57:23 +0100
David Heremans <[EMAIL PROTECTED]> wrote:

> That you can legaly download the 3 roms at www.mame.net

Right.

> since they are declared PD by the copyright owners,

Wrong.  The owners of Gridlee and Robby Roto allow their game roms to be
distributed for use with Mame for non-commercial purposes only.  That's
vastly different from public domain.

Poly Play's copyright owner is gone, basically, so it may be public
domain.  Or not.  Nobody really knows, as far as I'm aware.


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Re: [Xmame] the legality of roms

2004-03-27 Thread Frank Cox
On Sat, 27 Mar 2004 03:14:32 -0500 (EST)
"John H." <[EMAIL PROTECTED]> wrote:

> seriously, i remember when i used to download roms or mp3s that there
> was a warning that i had only 24 hours to have it on my system if i did
> not own it.

Seriously, that warning was meaningless.

See here for a reference:

http://ittimes.ucdavis.edu/v7n6may99/mp3myth.html

I believe that the urban legend that seems to have grown up around the "24
hours" thing can be filed under the category of wishful thinking, but it's
nothing to do with actual copyright law anywhere in the world that I'm
aware of.


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Re: [Xmame] act labs lightgun

2004-03-21 Thread Frank Cox
On Sun, 21 Mar 2004 19:19:26 -0800
Joe Inkenbrandt <[EMAIL PROTECTED]> wrote:

> The patch I posted a few days ago wraps it and finishes it.
> 
> Reload and random shots have been fixed. The reload button even works.
> 
> -Joe

Dandy.  Now I shall proceed to order one of those for my cabinet!




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[Xmame] act labs lightgun

2004-03-21 Thread Frank Cox
Was there ever a "final answer" to getting the Act Labs lightgun to work
under Linux/xmame?

As I recall, some of you lot had it working a bit one way and a bit
another way, but I don't remember anyone saying that he had the whole
thing wrapped up and solved.


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Re: [Xmame] 32bpp roms

2004-03-18 Thread Frank Cox
On Thu, 18 Mar 2004 23:26:13 +0100 (CET)
Michenaud Laurent <[EMAIL PROTECTED]> wrote:

> i've tried some roms that tells me :
> 
> Error: Unsupported bitmap depth = 32bpp, video depth = 16bpp
> 
> -bpp 16 => same error
> -bpp 15 => segmentation fault
> 
> Any idea ?

Section "Screen"
Identifier   "Screen0"
Device   "NVIDIA GeForce 4 (generic)"
Monitor  "Monitor0"
DefaultDepth16  <=- ** Change this to 24 or 32

  
 
Subsection "Display"
Depth   16 <=- ** Here too ***
Modes   "1280x1024"
EndSubsection
  
 
EndSection
  
 

> 
> Thx
> 
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[Xmame] xmame screensaver

2004-03-01 Thread Frank Cox
I was just thinking how cool it would be to get xmame running as a
screensaver (run random games for X minutes, then get another, and
continue until something happens, just like xscreensaver does) when I
remembered the old xmame-screensaver script that comes with xmame.

However, this commandline:

xmame -run-in-root-window pacman

doesn't get me anywhere.  No pacman.  It goes through the motions, and I
think it runs, but pacman doesn't show up anywhere on my desktop.

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Re: [Xmame] Any help with Debian?

2004-02-05 Thread Frank Cox
On Thu, 05 Feb 2004 21:49:27 +0100
Boniforti Flavio <[EMAIL PROTECTED]> wrote:

> What is wrong then?

As Paul just noticed, xmame is attempting to run sfz2aj when you type in
sf5 as sf5 is not a game that's supported by xmame.

And as you don't have the sfz2aj romset installed on the rompath that you
specified, xmame can't find the roms and provides you with an error
message.

Mystery solved.


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Re: [Xmame] Any help with Debian?

2004-02-05 Thread Frank Cox
On Thu, 05 Feb 2004 21:08:19 +0100
Boniforti Flavio <[EMAIL PROTECTED]> wrote:

> Here I try to load "sf5.zip":
> done
> szaj.03a NOT FOUND
> szaj.04a NOT FOUND
> szaj.05a NOT FOUND

Your rompath is set wrong.  Check it in ~/.xmame/xmamerc and fix it to
reflect the actual rompath, or use the -rp commandline option to set it,
as follows:

xmame -rp /home/mame/roms sf5


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Re: [Xmame] Any help with Debian?

2004-02-05 Thread Frank Cox
On Thu, 05 Feb 2004 14:37:05 +0100
Boniforti Flavio <[EMAIL PROTECTED]> wrote:

> I changed the rompath, but as I start any game, it tells me it can't
> open the files contained in the ZIP.

Check the permissions on the romfiles and the directory that they are in.


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Re: [Xmame] kof2003 and so on

2004-02-03 Thread Frank Cox
On Tue, 03 Feb 2004 14:32:38 -0700
mushroom blue <[EMAIL PROTECTED]> wrote:

> 
> seeing as many of these people are coming from google, is it possible
> that perhaps a robots.txt file should be put in the parent directory of
> the mailing list archive, just so people stop coming here?

Do we want people to stop coming here?  Doesn't that defeat the purpose of
a public mailing list?


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[Xmame] realbrk

2004-01-19 Thread Frank Cox
After playing realbrk for a while (up to the second stage), the game hangs
after it asks you for another coin.

Does anyone else see this behaviour?  It's not listed on mametesters.com.

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Re: [Xmame] blitz and other games

2004-01-19 Thread Frank Cox
On Mon, 19 Jan 2004 14:15:37 -0500
Dan Adams <[EMAIL PROTECTED]> wrote:

> haha. yeah, it starts after a while but its really really slow which is
> surprising (kind of) because this is a fast machine and havent had that
> problem with other games.

You haven't tried the other Seattle games then.  (California Speed, etc.)

> i'm using the xmame opengl rpm right now with
> gxmame for a frontend.  anyone know of any ways to get it to run faster
> that work well?

Ain't gonna happen, if you want to get those games going at a playable
speed.  Turning off frameskip helps some.  I can't get anything but a
slideshow on my machine either way, though.


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Re: [Xmame] blitz and other games

2004-01-19 Thread Frank Cox
On Mon, 19 Jan 2004 11:53:00 -0500
Dan Adams <[EMAIL PROTECTED]> wrote:

> Hey, I'm using xmame 0.78.1 on fedora core 1 from rpm. I was wondering
> if anyone know how to get nfl blitz to work? When I start the game the
> mame window appears but i dont get anything to happen.

Wait.

It takes a long time to start.


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Re: [Xmame] Autoconfiscate XMAME?

2003-12-27 Thread Frank Cox
On Sat, 27 Dec 2003 17:38:04 -0500
Simon Roby <[EMAIL PROTECTED]> wrote:

> You do have to edit your makefile manually. And type make install too.
> Sure, it's easier if you only mention less than half of it.

And?

You'll still have to specify what video output you want (X11, SDL,
what-have-you), whether you have joysticks and so forth and so on.  So
you'll still end up answering questions either way.


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Re: [Xmame] New zip version roms

2003-12-27 Thread Frank Cox
On Sat, 27 Dec 2003 11:41:24 +
David Ljung Madison <[EMAIL PROTECTED]> wrote:

> I have compiled xmame v0.77.1 and got the tombstone collection
> of .77 roms, but evidently they have been zipped with a new
> version of zip which xmame seems to not handle.
> 
> % xmame  -rp /mnt/cd/roms shadfrce
> ...
> loading rom 0: 32a12-01.34 
> Error in zipfile shadfrce.zip
> The zipfile seems to be corrupt, please check it
> Error in zipfile shadfrce.zip
> The zipfile seems to be corrupt, please check it
> loading rom 1: 32a13-01.26 
> Error in zipfile shadfrce.zip

You don't have permission to access the zip files.  Check the permissions.
 Your username needs at least read access.


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Re: [Xmame] Firefox

2003-12-18 Thread Frank Cox
On Thu, 18 Dec 2003 23:10:22 +
scott <[EMAIL PROTECTED]> wrote:

> I've got the video(mpeg) and
> sound(FLAC) split out (about 2Gb) and I was wondering if anyone wants to
> help make it available to spare my limited bandwith?

alt.binaries.emulators.mame and/or alt.binaries.emulators.misc might be a
good place for that.

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