Woops, sorry about that... was using the wrong binary =(
Tetris works fine!
You were never here
JWitt
On Wednesday 04 December 2002 01:32, you wrote:
> Has anyone else noticed that tetris (atetris) doesn't work?
> Unless you're in the TAB [on screen menu] the picture
> is frozen.
>
> Weird
Has anyone else noticed that tetris (atetris) doesn't work?
Unless you're in the TAB [on screen menu] the picture
is frozen.
Weird bug, but it's been there since like 56 or 57 I think
JWitt
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I have a Gravis Gamepad Pro USB and it works fine under 62rc1.
Use the -jt 1 option
You might also need to run jscal to calibrate the joystick.
Joe
yoonix wrote:
Hi, I'm trying to figure out how to get a Gravis Gamepad Pro working in
xmame and I can't get it working for the life of me. Xmame
ok I included time.h and used the sun cc with
-fast -xO5 -native -xautopar -xparallel test.c -lrt
on my system
I have 2 runs one on my system
334.17 Mhz 5.7 Generic_106541-14 sun4u sparc SUNW,Ultra-Enterprise
5 cpus
the 2nd system is
1015.10 Mhz 5.9 Generic_112233-03 sun4u sparc SUNW,Sun-Fire-
And I guess we can just throw 64-bit cleanliness right out the window :)
"src/cheat.c", line 8020: error(1069): integer conversion resulted in
truncation
case (UINT32)MWA_NOP:
strcpy(desc, "NOP "); break;
"src/cheat.c", line 802
Well, that seemed to be the only comment problem. Now on to an uglier one.
It used to be that xmame would not compile under Irix with gcc due to ld
segfaulting during the final linking, but with MIPSPro it was fine.
This is now no longer the case.
Note: the rb_input_select warning I used to g
On Tue, Dec 03, 2002 at 02:46:39PM -0500, Caleb Shay wrote:
> 0.62.1-rc1 on Irix seems to be broken *sigh*. C++ style comments are
> the culprit again. One near the top (embedded between a bunch of C
> comments) in src/drivers/vendetta.c . I'll post any others that come up
> (this build takes
On Tue, Dec 03, 2002 at 07:44:24PM +, Pete French wrote:
>
> If I do that it runs - but I only get half the game in the window and
> its all in blue :-)
>
> So, is this a bug in my backend (i.e. should I be supporting 32bpp somehow
> and I missed it) or is it a bug in the new bitmap generator
0.62.1-rc1 on Irix seems to be broken *sigh*. C++ style comments are
the culprit again. One near the top (embedded between a bunch of C
comments) in src/drivers/vendetta.c . I'll post any others that come up
(this build takes me a couple of hours).
Caleb Shay
[EMAIL PROTECTED]
> Could you try using -noartwork? If that fixes it, then it's the artwork
> support that's switching the game to 32bpp mode. The same thing happens,
> e.g., with Pac-Man when its bezel artwork is enabled.
If I do that it runs - but I only get half the game in the window and
its all in blue :-)
On Tue, Dec 03, 2002 at 04:59:16PM +, Alastair Robinson wrote:
> Hi Lawrence,
>
> Could you please apply the attached patch - this belongs in the XvCleanup,
> rather than the VIDIX patch...
Sure, I'll apply it this evening, and also give VIDIX a try when I'm out
of the rc2 quagmire.
Thanks
On Tue, 3 Dec 2002 18:52:49 GMT
<[EMAIL PROTECTED]> wrote:
> Only problem I have is starting battlezone - this gives me:
>
> error in sysdep_palette_create: 32 bpp requested on a 16 bpp display
It's the artwork. Artwork support requires 32bpp. Either use -noart,
delete the artwork path from yo
On Tue, Dec 03, 2002 at 06:52:49PM +, [EMAIL PROTECTED] wrote:
>
> Only problem I have is starting battlezone - this gives me:
>
> error in sysdep_palette_create: 32 bpp requested on a 16 bpp display
Could you try using -noartwork? If that fixes it, then it's the artwork
support that's swit
So, I'm testing the OpenStep version here - works beautifully straight
out of the box without the slightest hint of a compile problem, which
is amazing as there are usually pronblems!
Only problem I have is starting battlezone - this gives me:
error in sysdep_palette_create: 32 bpp requested on
Hi Lawrence,
Could you please apply the attached patch - this belongs in the XvCleanup,
rather than the VIDIX patch...
Once a version of XMame with this applied has been released, I'll update the
VIDIX patch to match...
BTW - I'd be interested to know whether the VIDIX patch works on your
Rad
That's awsome.
I guess its time I download something newer than 0.58
>-Original Message-
>From: Frank Cox [mailto:[EMAIL PROTECTED]]
>Sent: Tuesday, December 03, 2002 11:11 AM
>To: xmame list
>Subject: [Xmame] GXMAME display suggestion
>
>
>Hey Shad!
>
>Clones displayed on a tree, like th
Hey Shad!
Clones displayed on a tree, like this:
http://www.classicgaming.com/mame32qa/gallery/images/m32_63a.png
What do you think?
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Kingsley wrote:
Ah... as I speak - it's just stopped now.
Completely different hardware though Athlon1400 Vs P2-266
(Mandrake9 install)
No. I told a lie - it's just very very slow.
As soon as I hit 'Send' on that email it got it's shit together.
-kt
--
Kingsley Turner,
(mailto: [EMAIL PROTECT
Kjetil Thuen wrote:
Once I'd hacked the controls to use my joystick to
select and run games this made an excellent cabinet frontend.
Cool. Joystick support is high on the todo list. Was your hack an ugly
hack or a nice elegant one that you could send me for inclusion in
gRustibus? ;)
Err, it
Keenan Wilkie wrote:
What kind of failures were you experiencing? I built both the x11 and the
xgl targets with gcc 3.2 and I experienced no problems.
Well now that someone mentions it, I got a lockup (of gcc) during the
compile. I think it broke on src/unix/video-drivers/x11_window.c
Ah...
On Tue, 3 Dec 2002 01:30:42 -0600
Jeremy Witt <[EMAIL PROTECTED]> wrote:
> some other games that exhibit problematic display:
>
> Using X11 compile with XV
>
> 19xx segfaults
> 1941 segfaults
>
> s1945 works ok
> s1945pworks ok
>
> s1945ii renders shifted down a half screen
>
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