On Sat, Sep 22, 2001 at 07:58:57AM -0700, Kenneth Wall wrote:
>
> FYI: love your work! keep it up.
>
> I replaced your memcpy with inline asm and it didn't help much.
> Makes me wonder if the entire bitmap area could be processed ahead of time,
> so during emulation no image tweaking would be ne
interesting.. with my setup with dga2, removing doublebuffering slows
things down a bit. Can anyone comment on the purpose + effect of
doublebuffering?
On Sat, Sep 22, 2001 at 11:46:51PM -0700, Kenneth Wall wrote:
>
> It was a waste of time, *but* I can double my speed by removing
> #define DOU
On Mon, Sep 10, 2001 at 07:13:51PM -0400, [EMAIL PROTECTED] wrote:
> On Sun, 9 Sep 2001, Ben Saylor wrote:
>
> > Here's a patch against xmame-0.54.2 for a new version of scale2x. It
> [snip]
>
> It's a no-go here, Ben.
>
> Compiling src/unix/video-driv
On Wed, Sep 12, 2001 at 08:30:44PM -0600, Lawrence Gold wrote:
> On Tue, Sep 11, 2001 at 10:00:58AM +, Adam D. Moss wrote:
> >
> > Hi!
> >
> > I've added optimized special-cased 2x1 and 3x1 scaling
> > in blit.h since I needed these to be fast for use on
> > the essentially fixed-frequency m
Hi,
Here's what's new:
2001-09-13:
- added scan2 effect (light scanlines)
- automatically scale as required by effect
- works with x11_window and dga2, and hopefully dga1 and SDL (untested)
(windowed mode is fastest)
- use doublebuffering where requested by video driver
- works on 16-bit
I'm wondering, since it could save some time adding new video effects:
are there actually any games with 8-bit bitmaps? If not I can cut out
about half of the effect functions.
Ben
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Xmame mailing list
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It's against xmame-0.54.2.
On Thu, Sep 13, 2001 at 12:58:36PM -0500, Ben Saylor wrote:
> Hi,
>
> Here's what's new:
>
> 2001-09-13:
> - added scan2 effect (light scanlines)
> - automatically scale as required by effect
> - works with x11_window and dga
uld be linked to your updates or if
> it's something elsewhere in xmame? Randomly just stays in 800x600 / 640x480
> instead of going back to 1024x768.
>
> Btw everything works fine under SDL in case you want to say it's been tested
> with SDL, but now I want to use x11 versi
Ah, you're right. (should be visual_width, actually.)
That change made things less wierd here - Paul, does this patch fix it?
On Sat, Sep 15, 2001 at 01:48:14PM +0900, Shyouzou Sugitani wrote:
>
> Ben Saylor wrote:
> > Actually, I think there is something wierd going on wi
of the two lines of pixels on
the screen.
On Sun, Sep 16, 2001 at 10:00:46AM +0900, Shyouzou Sugitani wrote:
>
> Ben Saylor wrote:
> > Ah, you're right. (should be visual_width, actually.)
> >
> > That change made things less wierd here - Paul, does this patch fix
Ok, hopefully that fixes it. I noticed that while DGA was working for
me before, I was getting some error message which I'm no longer getting.
On Thu, Sep 20, 2001 at 10:32:05AM +0900, Shyouzou Sugitani wrote:
>
> Ben Saylor wrote:
> > effect_dbbuf should contain an exact copy
Here's what's new:
2001-09-19:
- ported to xmame-0.55.1
- fixed some DGA bugs (hopefully)
- confirmed to work with SDL
- added ggi and svgalib support (untested)
- added two basic RGB effects (rgbstripe3x2 and rgbscan2x3)
- removed 8-bit support
effect-2001-09-19.patch.gz
I took it out for now because no mame games are 8-bit anymore, and I'm
not sure how xmame's possible future 8-bit dithering/whatever will work.
On Thu, Sep 20, 2001 at 08:08:01AM +0200, Erik Kunze wrote:
> > Here's what's new:
> >
> > 2001-09-19:
> [...]
> > - removed 8-bit support
>
> Why?
>
Thanks, applied. Thanks for catching the errors in the code. :)
On Fri, Sep 21, 2001 at 10:02:55AM +0900, Shyouzou Sugitani wrote:
>
> Ben Saylor wrote:
> > - fixed some DGA bugs (hopefully)
>
> Your new patch works with DGA. Great job, Ben.
> Attached is a small fi
Here's a new version with some miscellaneous fixes and a new effect.
The first attachment patches a previously patched xmame, the second
patches the original 0.55.1.
Ben
effect-0919-0921.patch.gz
effect-2001-09-21.patch.gz
> true. :) ... btw what ever happened to the ASM/MMX code thats part of
> advancemame for scale2x? wouldn't it be easier to just use their asm code
> instead trying to redo the algorithm based on the C code?
It would have to be adapted a bit, because it only blits between like
pixel depths (8-8,
> It might be a good time to release a build with the effects patch
> integrated.
>
> Ben: Is your latest patch ok for general circulation, or are there any
> other changes you'd like to add before 0.55.2 goes out?
Here's a new version. The one critical problem was that video drivers
without ef
I haven't spent very much time on it yet, but I've been unable to get
the effects code to work with xgl. The effect functions basically
replace the COPY_LINE macro defined in blit.h, and during initialization
the color depths are set according to what the video driver says they
are, and normal_wi
Have you tried
chown root xmame.x11
chmod a+s xmame.x11
to get fullscreen DGA? You could also edit the makefile to build
xmame.xgl instead, which will give you hardware scaling if your video
driver supports that. Or you could switch X to a lower resolution.
On Fri, Oct 26, 2001 at 03:53:45PM
I had this problem when running with 24-bit depth. I switched to 16 and
the problem went away (just changed DefaultDepth in XF86Config[-4]).
On Wed, Oct 31, 2001 at 11:09:44AM -0500, Bruce Best (CRO) wrote:
> I have Xmame 0.55 installed on two computers running recent versions of
> Linux/X11/KDE
Looks good. x11-window, DGA and SDL all build and run fine for me.
On Sun, Nov 04, 2001 at 12:05:10PM -0700, Lawrence Gold wrote:
> I've just posted a test patch to bring xmame-0.55.2 to xmame-0.56.1 at:
>
> http://x.mame.net/download/0.55.2-0.56.1-test1.diff.bz2
>
> xgl is most definite
I'm using a pair of Genesis 6-button controllers, and they work great
with xmame. Did you compile in joystick support (JOY_I386 = 1 in the
makefile)? Use -jt 4 when running xmame?
On Mon, Nov 19, 2001 at 12:26:35AM -0200, Andre Amorim wrote:
> Hi,
>
> Does anyoneh have a parport-adapted conso
> If I set -ef 1 with xmame.xgl it screws the resolution up. Also, with
-effect currently doesn't work with xmame.xgl, because it's hooked into
blit(_core).h, which is used by most other drivers but not xgl (I
think). But it shouldn't be hard to apply the effect functions to the
gl bitmap - any
Just took a look at that - it looks like the scale2x effect I added
recently (except it seems it can also stretch the resulting image to
other sizes). If you don't have the patch I can mail it to you (the
latest patch is from sept. 21). Unfortunately, it doesn't work with
xmame.xgl at the moment
Or just make a (non-autoconf) script named "configure" that will
generate a makefile based on options given on the command line or
interactively.
On Thu, Sep 27, 2001 at 05:58:13PM +0100, Pete French wrote:
> > anyways, is there any reason why Xmame doesn't use GNU automake?
>
> automake can mak
Is the way it currently works like this ?-- gl_update_*() checks to see
if palette lookup is needed, and if so, uses blit.h to copy the game
bitmap into a texture in video memory (with the same dimensions as the
game bitmap), and the texture is then scaled and displayed by the
hardware? What happ
That looks pretty nice. Do you plan to add joystick support? Maybe
fullscreen? :)
Ben
On Mon, Oct 08, 2001 at 03:14:07PM +, Adam D. Moss wrote:
>
> Hiya.
>
> Just an email to let you know that I've released a
> graphical front-end for XMAME. It was really designed
> for arcade cabs but
Hey :)
couldn't help myself.. Here's a patch to add joystick support. Doesn't
do any error checking, but it works. It just needs "-DUSE_JOYSTICK"
added to CFLAGS.
Ben
P.S. There's a segfault when the games don't fill the grid completely
and you try to move past the right/bottom.
On Mon, Oc
Hi,
I just tried out 0.61.1 (great work everyone, thanks :) and I'm enjoying
the Xv support. It works very well, except it squashes the aspect ratio
of some games (street fighter 2, etc). This happens with -ka and -noka,
fullscreen and windowed. I remember someone submitted a patch to fix
this
*sound of jaw hitting floor*
So it is. :)
On Mon, Nov 18, 2002 at 11:23:00PM -0600, Frank Cox wrote:
> Believe it or not, everyone's favourite former rom hosting site is once
> again allowing downloads.
>
> Yes, that one.
>
> ___
> Xmame mailing list
http://freshmeat.net/projects/xvattr/?topic_id=100%2C125
It's a commandline + GTK utility to set Xv attributes (brightness,
saturation, value, etc). Works great with xmame, even while it's
running. It works for me with -yuv and -yv12 (GeForce2 GTS with
nvidia's binary driver).
Ben
There seems to be a problem with xmess in this release - I only get this
when I run it:
:: xmess.x11 nes -cart metroid.nes
info: trying to parse: /usr/local/share/xmess/xmessrc
info: trying to parse: /home/me/.xmess/xmessrc
info: trying to parse: /usr/local/share/xmess/xmess-x11rc
No, they are all unzipped.. BTW, xmess 0.61.2 works fine.
Ben
On Tuesday 18 March 2003 10:49 am, Lawrence Gold wrote:
> On Tue, Mar 18, 2003 at 10:21:38AM -0600, Ben Saylor wrote:
> > There seems to be a problem with xmess in this release - I only get
> > this
> &
AdvanceMenu should work with nearly any version of xmame, since it
doesn't try to set any options (just uses your xmamerc).
Ben
On Thursday 27 March 2003 4:47 pm, sammy!! wrote:
> I'm looking for a good front end. The ones I like don't seem to be
> operating properly now however, so I'm wonderi
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