On Tue, 8 Nov 2005, Kingsley wrote:
jamie schuts wrote:
I get about 5100 fps from glgears. doom3 seems to run
fine also, so I can't work out why glmame does not
work (it works fine using just XV.)
5100!?
I bought a new machine recently, Dual-core athlon x2 4400
with nvidia pci-express 6600.
Wit
On Sat, 15 Oct 2005, Kingsley wrote:
Got a new workstation. Finally got it mostly setup,
tried to build xmame.
gcc version 3.4.4 (Gentoo 3.4.4-r1, ssp-3.4.4-1.0, pie-8.7.8)
~/XMame/xmame-0.100
[cedar] make
...
Compiling src/cpu/i8085/i8085.c ...
{standard input}: Assembler messages:
{standard in
On Mon, 20 Jun 2005, Adam Thornton wrote:
> On Jun 20, 2005, at 5:39 AM, Pete French wrote:
> > I've been recently wondering whether it's worth me resurrecting the
> > NextStep/OpenStep/OSX parts of the Unix code. I havet tried
> > compiling it
> > in a long while, and the only one of those three
On Mon, 21 Mar 2005, Lawrence Gold wrote:
> On Mar 21, 2005, at 1:18 PM, Dan Hollis wrote:
> >> Probably. Even a clean patch would add a future maintainance burden
> >> we happily do without.
> > this is a real deterrent for anyone wanting to add any new features of an
On Mon, 21 Mar 2005, Christopher Stone wrote:
> On Mon, 21 Mar 2005 13:27:14 -0800 (PST), Dan Hollis <[EMAIL PROTECTED]>
> wrote:
> > netmame is core too isnt it?
> > so youre saying all core modifications will rejected?
> Are you saying you have a netmame core rewr
On Mon, 21 Mar 2005, Christopher Stone wrote:
> On Mon, 21 Mar 2005 12:18:11 -0800 (PST), Dan Hollis <[EMAIL PROTECTED]>
> wrote:
> > this is a real deterrent for anyone wanting to add any new features of any
> > kind to xmame, eg the fully functional and working netmame
On Mon, 21 Mar 2005, Olivier Galibert wrote:
> On Sat, Mar 19, 2005 at 12:50:24PM -0700, mushroom blue wrote:
> > but if someone whipped up support, and submitted a patch, would it be
> > turned away?
> Probably. Even a clean patch would add a future maintainance burden
> we happily do without.
t
Has anyone revisited the subject of 7-zip support yet?
The format seems to have been stabilized for some years now, and it really
does get a _lot_ better compression than pkzip.
compression tests on 25gb:
25469869uncompressed
11572525info-zip 2.3 "-9"
112265077zip 4.14 beta "-tzip -
On Wed, 16 Mar 2005, Lawrence Gold wrote:
> On Mar 15, 2005, at 12:13 AM, Frank Cox wrote:
> > Any comments or discussion about how gcc 4.0 will or may affect xmame
> > development?
> I built xmame 0.94 with the 20050312 snapshot of GCC 4.0, and it
> completed without errors and no new warnings. T
On Mon, 25 Oct 2004, Matthias Saou wrote:
> Dan Hollis wrote :
> > On Mon, 25 Oct 2004, Matthias Saou wrote:
> > > Last, when I type "OK", xmame immediately exits with "Illegal
> > > instruction"... this happens with xmvsf and mslug2 for insta
On Mon, 25 Oct 2004, Matthias Saou wrote:
> Last, when I type "OK", xmame immediately exits with "Illegal
> instruction"... this happens with xmvsf and mslug2 for instance, but not
> with pacman or spang. Broken compilation options I could have put for
> something?
Im guessing the 68k asm core doe
On Mon, 12 Jul 2004, Anders Höckersten wrote:
> Dan Hollis wrote:
> >On Mon, 12 Jul 2004, Anders Höckersten wrote:
> >>Dan Hollis wrote:
> >>>On Mon, 12 Jul 2004, Meghazi Fabien wrote:
> >>>CFLAGS = -O6 -mcpu=pentiumpro -march=pentium -fomit-frame-pointer
On Mon, 12 Jul 2004, Anders Höckersten wrote:
> -malign-loops, -malign-jumps and -malign-functions are obsolete in
> recent versions of gcc, and it is recommended to use their corresponding
> -f flags instead. Even then, all these are set to a good
> processor-specific default by gcc, and you sh
On Mon, 12 Jul 2004, Anders Höckersten wrote:
> Dan Hollis wrote:
> >On Mon, 12 Jul 2004, Meghazi Fabien wrote:
> >CFLAGS = -O6 -mcpu=pentiumpro -march=pentium -fomit-frame-pointer -ffast-math
> >-malign-loops=2 -malign-jumps=2 -malign-functions=2 -fno-strict-aliasing
>
On Mon, 12 Jul 2004, Meghazi Fabien wrote:
> I would like to compile xmame for my AMD k7 Athlon with the best options, I'm
> trying to use a good combination in configure before building but as I don't
> know much about optimization I'm trying to get the best by trial/failure. For
> me to find t
On Thu, 8 Jan 2004, mushroom blue wrote:
> On Thu, 2004-01-08 at 11:26, Simon Roby wrote:
> > So basically we can say because of Microsoft that MAME is not GPL, huh? Great.
> > Another reason for me to hate Microsoft. Like I didn't had enough.
> Bonus points if they got him to sign one of those co
On Thu, 8 Jan 2004, Pieter Hulshoff wrote:
> On Thursday 08 January 2004 15:57, XulChris wrote:
> > That's pretty funny, Microsoft must really be scared. :o)
> I wouldn't say that, but you can't publicly announce that the GPL is very very
> bad, and then have it known that your own programmers wor
On Wed, 7 Jan 2004, Matthew W. Miller wrote:
> Anyone good at putting together muttrc score recipes? I'm pretty
> certain now that I never ever *ever* want to see anything from smf or
> XulChris ever again. Ever.
procmail...
:0
* ^From:[EMAIL PROTECTED]
/dev/null
:0
* ^From:[EMAIL PROTECTED]
how about a bittorrent? :-)
On 18 Dec 2003, scott wrote:
> Hi,
>
> I'll be releasing a patch against 0.77 for Firefox (incorporating the
> old MACH3 stuff) soon (a patch for 0.62 is already at
> www.boldtower.com/mach3/firefox.html). I've got the video(mpeg) and
> sound(FLAC) split out (about 2
On Wed, 10 Dec 2003, Olivier Galibert wrote:
> On Tue, Dec 09, 2003 at 12:34:45PM -0800, Dan Hollis wrote:
> > IMHO we should design with the following goal in mind:
> > "how would you architect xmame so that it could fit in an embedded PC with
> > 16mb of ram and stil
On Tue, 9 Dec 2003, Nicos Panayides wrote:
> On Tue, 2003-12-09 at 00:48, smf wrote:
> > However I don't believe this achieves what the original suggestion was
> > attempting to. It won't reduce memory footprint and it won't allow you to
> > download a new driver module.
> The original suggestion w
On Tue, 9 Dec 2003, Alastair Robinson wrote:
> As I'm sure everyone realises, hardware MPEG decoding, while
> a short-cut for a movie player, would be a significant detour for XMAME, and
> was only a semi-serious suggestion in the first place...
It would just be another output device. imho it wo
On Mon, 8 Dec 2003, Simon Roby wrote:
> No offense, but you don't seem to understand what's at stake here. Encoding
> xmame's video output to MPEG so you can send it to an MPEG decoder card seems
> a bit... uh... redundant.
It does work though
> Realtime MPEG encoding without any encoding hardw
On Tue, 9 Dec 2003, Alastair Robinson wrote:
> On Tuesday 09 December 2003 12:17 am, Dan Hollis wrote:
> > > The long answer is probably, "Yes, it's technically possible, if you're
> > > prepared to add MPEG encoding code to XMAME!"
> > Well, mplayer
On Mon, 8 Dec 2003, Alastair Robinson wrote:
> On Monday 08 December 2003 3:49 pm, Adam Bartlett wrote:
> > Just wondered if anyone knew if it was possible to somehow make xmame use
> > the TV output on the DX3/Hollywood+ MPEG Decoder card?
> I haven't yet had a chance to play with a Hollywood+ car
On Sun, 7 Dec 2003, F.J. McCloud wrote:
> Paging has already been mentioned here a few times. I agree
> completely. There is nothing wrong with having a 20 MB
> executable. It does not hurt performance.
It makes it very hard/impossible to fit xmame into PDA or embedded
systems.
> What I wante
On Sun, 7 Dec 2003, smf wrote:
> The biggest problem with moving to modules is that you can't guarantee that
> they would be compatible between versions. Paging is reasonably effective at
> reducing the amount of physical memory required, but if you have a specific
> requirement then you can compil
On Sun, 7 Dec 2003, Robert Alan Byer wrote:
> It's a good idea, but the problem I see is that different platforms may
> left out as different OS's have different ways of doing this.
xmame supports many different platform-specific features already. Another
one won't hurt.
> Currently, with some
On Thu, 31 Jul 2003, mushroom blue wrote:
> out of curiosity, would a 64-bit processor help? I know some of us
> gentoo-ers are getting Opteron/Athlon 64's or Macintosh G5's to play
> with. I know the MIPS proc is quite a bit different architecture, but
> I'm wondering if there could be some maj
On Mon, 21 Jul 2003, Erik wrote:
> The highest level of optimization allowed by gcc is -O3, anything higher has no
> effect: http://freshmeat.net/articles/view/730/
Now I remember where the -O6 was from:
==
pgcc 2.95.2. adds option
On Mon, 21 Jul 2003, Erik wrote:
> On Mon, 21 Jul 2003 12:40:26 -0700 (PDT)
> Dan Hollis <[EMAIL PROTECTED]> wrote:
> > CFLAGS = -O6 -mcpu=pentiumpro -march=pentium -fomit-frame-pointer -ffast-math \
> > -malign-loops=2 -malign-jumps=2 -malign-functions=2 -fno-strict-ali
On Mon, 21 Jul 2003, F.J. McCloud wrote:
> Just a quick two cents since I also compile and use xmame on a
> K6-2 500.
> http://fjmccloud.tripod.com/code/
> I had problems with -march=k6-2 on gcc 3.2.x as well. It
> wouldn't compile at all. While I haven't tried gcc 3.3.x yet,
> nor have I compile
On Wed, 28 May 2003, smf wrote:
> Apparently, the assembler 68k core cannot be released under the GPL because
> of existing licenses. I've brought it up with Mike on a couple of occasions,
> but he couldn't see a way round it.
are there alternative cores?
-Dan
--
[-] Omae no subete no kichi wa o
On 9 Mar 2003, scott wrote:
> Thanks for the offer, yes I would like some help. I've not got the
> whole video done yet, only about 5 mins, but its good enough for testing
> I think. The 5 min video is 150Mb and the whole soundtrack is 89Mb.
the field order of your video capture is incorrect.
p
On Wed, 19 Feb 2003, Matthias Saou wrote:
> Dan Hollis <[EMAIL PROTECTED]> wrote :
> > I would like to see xmame run 100% speed galaga on Zaurus SL-5500.
> > Currently it runs maybe 30%-40% speed.
> Where could I find xmame compiled for the Zaurus? I also own an SL-5500!
&
I would like to see xmame run 100% speed galaga on Zaurus SL-5500.
Currently it runs maybe 30%-40% speed.
Would ASM cpu core help? Does anyone know ASM cpu cores for ARM?
-Dan
--
[-] Omae no subete no kichi wa ore no mono da. [-]
___
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On Fri, 18 Oct 2002, Piotr Wajnberg wrote:
> Unfortunately my answer :) has one additional effect. It slows
> things down considerably. For example, outrun has an average of 126 fps
> over 5000 frames without double scale and 85 with the scale doubled. So
> this method of disabling the filters incu
Anyone know of ASM cores for ARM risc cpu (eg SA-1110)?
ARM risc for Z80 core would be really useful :-)
-Dan
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On Thu, 26 Sep 2002, Steve Freeland wrote:
> I've only tested on LAN, but I still saw desync with NeoGeo
> games (in particular, annoyingly, my favourite: the Metal Slug series).
> But I determined with a fair amount of certainty that the protocol wasn't
> at fault, and I haven't had any go
On Thu, 26 Sep 2002, Steve Freeland wrote:
> Not necessarily. If the protocol is designed correctly, it can
> guard against desync as effectively as a client-master system. Did you
> think the desync you were getting with NeoGeo games was due to a flaw
> in the protocol? I'm 99% certain t
On Thu, 26 Sep 2002, Steve Freeland wrote:
> Hmmm. Well, I don't know what would have caused that, but I'm
> willing to bet it was an implementation bug rather than a flaw in the
> protocol design. I still think it would be a mistake to go back to a
> client/server protocol, but I guess we
On Thu, 26 Sep 2002, Steve Freeland wrote:
> On Thu, Sep 26, 2002 at 01:33:49PM -0700, Dan Hollis wrote:
> Not necessarily. If the protocol is designed correctly, it can
> guard against desync as effectively as a client-master system. Did you
> think the desync you were
On Thu, 26 Sep 2002, Steve Freeland wrote:
> ping latency. In P2P all the peers send their input state immediately
> and the total delay per frame should be only 1 x (ping latency).
P2P desyncs too easily, thats why kaillera uses client-server. thats why
we use it too.
-Dan
--
[-] Omae no sub
On Thu, 26 Sep 2002, Steve Freeland wrote:
> I was planning on addressing the latency issue myself within
> the next few weeks -- what approach are you planning to take to fix
> this?
It's been rewritten from PTP mode into a client-server mode closer to
what kaillera does. In this way we h
a friend and i are doing some work on the netmame code so it works better
over wan links (eg dsl).
for inexplicable reason, neogeo games become desynced even when no packets
are dropped. we've already zeroed out the NEC pd4990a rtc and even zero
out the nvram on net games. but at some point duri
On Mon, 23 Sep 2002, Lawrence Gold wrote:
> Thanks. I'll include this with the pr7 patch.
is the current alastair robinson 6th september 2002 xv patch going to be
in pr7 also?
it works quite nice for me.
-Dan
--
[-] Omae no subete no kichi wa ore no mono da. [-]
___
Anyone using netmame?
There seem to be a lot of problems :-(
ssprint doesnt work at all for multi controllers with -netmapkey
game sync seems to be lost frequently, games are not the same on master
and client (each sees a different "game" occuring).
lockups are frequent.
this is over dsl with
On Sat, 6 Jul 2002, ^(o,o)^ Turk2000 wrote:
> On Wed, 3 Jul 2002, Christopher Stone said me 8-)
> CS said->http://tkmame.retrogames.com/linuxgames.html
> thanks very much. I have immediately bookmarked it.
jk2 is listed, but it's not native linux (i think it works under wine?)
max payne linux is
On Wed, 22 May 2002, Dave wrote:
> On Wed, 22 May 2002, Dan Hollis wrote:
> > Effort arguably more worth spending on hacking the Xbox, not the PS2:
> > 1) Xbox is much, much faster than PS2
> > 2) It's x86, not a mutant R10k
> > 3) It feels *good* to stick it to M
On Tue, 21 May 2002, Dave wrote:
> > There probably are ways to get around this, but since they are hardware
> > altering it probably wouldn't be worth investigating for making discs
> > anyway. In my opinion, anyway.
> If all it takes is chipping the machine, then I'd say it's well worth
> invest
On Tue, 4 Dec 2001, Pete French wrote:
> > stating my incredulity that no one was working on it), and I need to decide
> > whether to switch the code to TCP or stick with UDP. So if anyone has any
> > insight into this, I'd love to hear it.
> With the speed of modern machines theres generally ver
On Mon, 3 Dec 2001, Steve Freeland wrote:
> I'm wondering if this could be solved by using TCP instead of UDP,
> but there must be a reason no one does this.
Latency.
You can adjust for latency with UDP, you can't do it for TCP (with TCP its
all done on a high level and you have no control
On Wed, 28 Nov 2001, Dave wrote:
> On Wed, 28 Nov 2001, Dan Hollis wrote:
> > Vincent Kieffer <[EMAIL PROTECTED]> wrote:
> > > With this technique, you only remove access to the unwanted games, but you
> > > still link with the unwanted game drivers and cpu driver
Vincent Kieffer <[EMAIL PROTECTED]> wrote:
> With this technique, you only remove access to the unwanted games, but you
> still link with the unwanted game drivers and cpu drivers. So, you'll end
> up with a 14 Mb executable like normal xmame.
> If you use the "neomame" target and the "neomame.mak
On 22 Nov 2001, Jody Newell wrote:
> If I set -ef 1 with xmame.xgl it screws the resolution up.
I get this as well. Very, very weird.
-Dan
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quantum still segfaults with xgl.
the other vector games i tried work.
-Dan
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On Sun, 18 Nov 2001, Lawrence Gold wrote:
> The old list's maintainer pointed out a good reason for not doing so.
> (It'd inconvenience some number of subscribers.) I'll see if I can find
> the relevant message.
It inconveniences ALL of us when we receive spam courtesy of the mailing
list.
-Dan
On Sun, 18 Nov 2001, Lawrence Gold wrote:
> On Sun, Nov 18, 2001 at 02:34:27PM -0600, Frank Cox wrote:
> > 3 so far today...
> And they've been added to the blacklist.
Why not just block posts from non-subscribers... like every other ML out
there.
-Dan
--
[-] Omae no subete no kichi wa ore no m
On Sun, 18 Nov 2001, Sven Goethel wrote:
> On Sunday 18 November 2001 10:07, Sven Goethel wrote:
> blablabla
> so how about my patch ?
> does it work for you all ?
Ehh.. I didn't get any patch...
-Dan
--
[-] Omae no subete no kichi wa ore no mono da. [-]
_
On Sun, 18 Nov 2001, Frank Cox wrote:
> 3 so far today...
The ml admin should make it allow posting only from subscribers.
-Dan
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On Wed, 31 Oct 2001, Paul Priest wrote:
> At 17:40 30/10/01 -0800, you wrote:
> >> Also, I'd like to know about any experiences with GL
> >> and xmame.
> >xmame-gl target is broken right now. What else do you need to know? :-)
> Is it? Works fine for me.
Try some of the vector games with xmame-gl
On Tue, 30 Oct 2001, Jeremy Mann wrote:
> The reason that I ask of course is that I'm soon to be
> building a PC that will connect to my TV for my
> xmame/snes9x/whatever gaming. I'm looking to be a bit
> thrifty, but I don't want that to limit any responce
> that may come about.
You can get gef
On Sat, 27 Oct 2001, Sminr Aurondsen wrote:
> > > It makes faster xmame exes :P :)
> KEWL. I can't get full framerate on smash-tv (celeron
> @750mhz, Geforce2 mx).
You won't be able to with 3.0.1 either. Celeron 750 is too slow, period...
I think you need a duron 900 at least...
> > 3.0.1 with
On Wed, 24 Oct 2001, Lawrence Gold wrote:
> Sean Young from MESS has recently set up Bugzilla, and he was kind enough
> to add an xmame/xmess section. You can see it at
> http://bugzilla.mess.org/
It looks to be mess specific. How do I enter bug reports *specifically*
for xmame and *not* x
On Tue, 23 Oct 2001, Why Roll The Dice? wrote:
> [... spam deleted ...]
Can someone please set the ML to only accept subscriber posts?
-Dan
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On Tue, 23 Oct 2001, Dan Beimborn wrote:
> Dan Hollis wrote:
> > 3.0.x broken too, please don't encourage people to use this yet.
> I've had a perfect track record with it, but then again the 68k asm
> core was a pain in the rear.. this is my gcc info (working flawle
On Tue, 23 Oct 2001, Lawrence Gold wrote:
> On Tue, Oct 23, 2001 at 11:19:33PM +0100, James A Wright wrote:
> > So it seems evryone is saying that its gcc2.96... I`m downloading 2.95
> > from the kernel archive site to try that one out... So i take it everyone
> > here uses gcc 2.95.x as their com
On Sat, 20 Oct 2001, John M Seehagen wrote:
> Sure, but there was talk on this list that XGL should be dropped for
> support of X-Video/RENDER.
I dont think i suggested xgl should be *dropped*, only that xvideo/render
might want to be added because the xgl target is broke for some 3-4
revisions n
On Fri, 19 Oct 2001, John Seehagen wrote:
> the xgl has other functions but why wouldn't OpenGL be faster on some
> cards than X-Video. At least what I heard is OpenGL on NVIDIA cards is
> faster than xrender. besides isn't X-video openx86 specific where there
> are other x servers that support
On Thu, 18 Oct 2001, Adam D. Moss wrote:
> Dan Hollis wrote:
> > On Wed, 17 Oct 2001, Lawrence Gold wrote:
> > > > Or does the xgl target have other functions?
> > > The xgl target also does antialiasing/bilinear filtering
> > Thats what X-Video extension d
On Wed, 17 Oct 2001, Lawrence Gold wrote:
> > Or does the xgl target have other functions?
> The xgl target also does antialiasing/bilinear filtering
Thats what X-Video extension does too... mplayer uses it for great
results.
-Dan
--
[-] Omae no subete no kichi wa ore no mono da. [-]
On Thu, 18 Oct 2001, Benjamin FRANCOIS wrote:
> On Thu, 18 Oct 2001 00:31:40 Dan Hollis wrote:
> > BTW is anyone still maintaining gl port of xmame?
> Dunno, Sven Goethel hardly replies to any mail.
It seems main use of gl target is just for scaling, right?
So X-video extension sh
On Wed, 17 Oct 2001, Avatar wrote:
> would allow you to start up without the hang. I would think that this is
> a bug somewhere with the GL port of xmame as it doesn't occur for
> xmame.x11. That's my 2 cents worth. TTFN.
BTW is anyone still maintaining gl port of xmame?
It seems these bugs have
On Sat, 13 Oct 2001, Keenan Wilkie wrote:
> Try running these games with -bpp 16 or -bpp 15 -- that makes them work
> for me.
Nope. It's still broken.
zsh: segmentation fault xmame.xgl -rp ./ -jt 1 -bpp 15 starwars
zsh: segmentation fault xmame.xgl -rp ./ -jt 1 -bpp 16 starwars
xmame.x11 work
xmame-0.55.2 xgl still broken with vector games.
-Dan
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On Fri, 12 Oct 2001, John Seehagen wrote:
> On Fri, 12 Oct 2001, Dan Hollis wrote:
> > > you probably are also using X86_ASM_68020 = 1 then.
> > No.
> guess it is a wrong version of NASM then like people seem to suggest on
> this list :) .. People have been able to co
On Fri, 12 Oct 2001, John M Seehagen wrote:
> On Thu, 11 Oct 2001, Dan Hollis wrote:
> > On Thu, 11 Oct 2001, Dan Beimborn wrote:
> > > X86_ASM_68000 = 1
> > What GCC are you using? Whenever I try to build with X86_ASM_68000 then
> > every game which uses 68k cr
On Thu, 11 Oct 2001, Nick J. wrote:
> Make sure you have the righ Nasm installed. I remember reading something
> about needing a Nasm that shows the version exactly like:
> moby:~> nasm -r
> NASM version 0.98
% nasm -r
NASM version 0.98
% rpm -qi nasm
Name: nasm R
On Thu, 11 Oct 2001, Dan Beimborn wrote:
> Don't use -o3 btw, that caused crashes for me as well
I used -O and it crashed anyway
It seems that 2.96-85 is unable to compile the 68k asm core properly.
Where can I get 3.0 for redhat7.1?
-Dan
--
[-] Omae no subete no kichi wa ore no mono da. [-]
On Thu, 11 Oct 2001, Dan Beimborn wrote:
> X86_ASM_68000 = 1
What GCC are you using? Whenever I try to build with X86_ASM_68000 then
every game which uses 68k crashes.
-Dan
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On Thu, 11 Oct 2001, Sminr Aurondsen wrote:
> I noticed some builds fail to display the initial
> warning screen. You see blackness but mame is waiting
> for your confirmation that you are legal owner of the
> rom. Try typing "OK" and waiting a few seconds.
I can confirm this bug too.
-Dan
--
On Thu, 11 Oct 2001, Sminr Aurondsen wrote:
> Any workaround that used software-gl would negate this
> benefit, and probably be slower than simply running
> xmame.x11 or xmame.sdl with scaling.
What about using X-Video extension instead? That would largely solve the
problem of dependencies on sof
On Tue, 9 Oct 2001, Daniel de Oliveira Saccilotto wrote:
> I dont know what occurs this.
> I have a Riva TNT2 Ultra AGP 32Mb
> Im using nvidia drivers
GLCFLAGS= -D_X11_ -DGLU_VERSION_1_2
-Dan
--
[-] Omae no subete no kichi wa ore no mono da. [-]
___
On Sat, 6 Oct 2001, Sven Goethel wrote:
> are there any issues/bugs/rfc 's with the opengl visual ?
> if so, just mail them to this mailinglinst,
> with a nice subject line regarding opengl.
looks like opengl is broken with most vector games with 0.55.1
i havent tried 0.55.2 but the changelog di
On Thu, 4 Oct 2001, Hetz Ben Hamo wrote:
> But how can it be helpful for XMAME? this extension is only good for Video
> playback, nothing more...
It provides hardware colorspace conversion, which might be useful for some
games. But the really important feature it supports is hardware scaling,
so
On Wed, 3 Oct 2001, Lawrence Gold wrote:
> On Wed, Oct 03, 2001 at 07:28:15PM -0700, Dan Hollis wrote:
> > Compiled with 'CFLAGS = -g -O -Wall' so please dont try to blame it on gcc
> > optimizations... :-)
> > xfree86 4.0.3, NVIDIA_GLX-1.0-1541 and NVIDIA_kernel-1
Compiled with 'CFLAGS = -g -O -Wall' so please dont try to blame it on gcc
optimizations... :-)
xfree86 4.0.3, NVIDIA_GLX-1.0-1541 and NVIDIA_kernel-1.0-1541 ...
# xmame.xgl -rp ./ -jt 1 mhavoc
info: trying to parse: /usr/lib/games/xmame/xmamerc
info: trying to parse: /root/.xmame/xmamerc
info:
On Wed, 3 Oct 2001, Lawrence Gold wrote:
> I tried gravitar and tempest with what's to become 0.55.2 (only minor
> changes from 0.55.1), and they're working fine with the X11 driver.
try xgl...
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[-] Omae no subete no kichi wa ore no mono da. [-]
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On Wed, 3 Oct 2001, Sminr Aurondsen wrote:
> Xmame 55 and .54 .xgl and .x11 are giving me segfaults
> on every vector game (gravitar, spaceduel, tempest,
> majorhavoc etc).
.x11 works for me for vector games, but .xgl segfaults on every one...
I'm compiling with debugging now... should have a co
On Wed, 3 Oct 2001, John M Seehagen wrote:
> On Tue, 2 Oct 2001, Dan Hollis wrote:
> > Graphics for williams games (stargate, sinistar etc) appear screwed...
> tried stargate just now and seems to be ok here.
try xmame.xgl -fullscreen ...
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[-] Omae no subete no kichi wa or
On Tue, 2 Oct 2001, William Kucharski wrote:
> >Graphics for williams games (stargate, sinistar etc) appear screwed...
> They all (and I mean ALL) work for me...
> Please define what you mean by "screwed" and perhaps we can help...
Hmm, I just did some tests... the screwed graphics only show up i
Graphics for williams games (stargate, sinistar etc) appear screwed...
-Dan
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[-] Omae no subete no kichi wa ore no mono da. [-]
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Looks like no collision detection is working at all on raiden...
-Dan
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Anyone looked at using the X-Video extension for scaling?
mplayer uses it and it works great...
-Dan
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On Thu, 14 Jun 2001, Dan Beimborn wrote:
> Dan Hollis wrote:
> > This specfile should probably be included in the standard xmame
> > distribution so that it can be actively maintained.
> It looks very actively maintained.. the latest update 1 week ago
> and enough comment
On Thu, 14 Jun 2001, Dan Beimborn wrote:
> WOW- this is an *amazing* source RPM. Builds all targets, has
> conditionals in case 68k fails, installs free roms, icons,
> history, and cheats. I'm tweaking it a little (adding upx to
> the specfile, cps2 updates), but grab this one if you want to
> rea
On Thu, 17 May 2001, Julian wrote:
> I'm currently building a duron750/geforce2mx box and can't wait to load up
> xmame on it!! I think it will be quite sufficient for most games. However I
> wonder if cps2 games might be a bit more demanding.
> Anyhow i got to find a MB for this cpu.. the KK266 l
On Sun, 15 Apr 2001, Lawrence Gold wrote:
> On Sun, Apr 15, 2001 at 09:09:29PM -0700, Dan Hollis wrote:
> > xmame 0.37b14 frame rate seems very wrong.
> > games like prehisle play psychotically fast.
> > games like miexchng plays far too slow.
> > xmame 0.37b10 seems to
xmame 0.37b14 frame rate seems very wrong.
games like prehisle play psychotically fast.
games like miexchng plays far too slow.
xmame 0.37b10 seems to get the frame rate correct on both.
-dan
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On Sat, 14 Apr 2001, Frank Cox wrote:
> On Sat, 14 Apr 2001, you wrote:
> > On Sat, 14 Apr 2001, Lawrence Gold wrote:
> > > xmame 0.37b14.1pre1 is now available:
> > > http://x.mame.net/download/xmame-0.37b14.1pre1.tar.bz2
> > > This is a MAME-only release. Have fun. :-)
> > > Changes since 0.
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