ded stretching to
Windowed mode and improved.the Kaillera implementation
None of this has made it into MAME32 yet
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le should be pleased to know that problems with the cheat engine and CR/LF line
returns should be gone in MAME 0.56 (Ian Patterson has made the source available from
http://cheat.freehosting.net/ along with new cheat engine beta)
---
Paul Prie
when the code stabilized. THat was quite a while ago, perhaps
>it's time to ping him again.
He's been very busy lately (Winamp 3 devel.) and hasn't devoted any time to Kaillera
in ages.
The problem of desync between non-identical binaries still stands.
As for source, Nadda
eo uses this as a seed
for it's random number generator.).
Anyway, just my 2p's worth.
And yes, Kaillera transmit's input once per frame, as MAME allows.
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s I have too high standards in testing ;)
Core problem with tilemap.c
>Oh, and the kof2000 graphics are garbled, but that's probably because
>the ROMs are encrypted, or?
Try deleting nvram and cfg files. Possibly lack of memory? 128MB is not enough 256 is
sufficient (Needs plenty o
At 17:14 27/02/02 +, you wrote:
>The only one I am missing is raflsiau - if anyone has this then
>please let me know.
No-one has this, it was dumped and added by Team Japump.
Unfortunately it was lost in their HD crash before any copies were distributed ;(
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Paul Priest ( mailto:
.
>RR said->
>RR said-> rick.
>
>yes, but where can I download it? Are there fully source for unix?
>Thanks.
Impact has been discontinued and replaced by ZiNc.
Visit http://www.impactemu.com/
Linux binary available.
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Paul Priest ( mailto:[EMAIL PROTECTED] )
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or mouse for input.
(Or one of those new Act-labs guns under Windows)
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ome
smart alec always replies to thank you for bringing it to there attention and it
worked out cheaper to buy the cd's than waste their bw.
Other than that, it's tricky. It's obviously in everyone's interest that these people
are s
/* Console/arcade mode */
if ( src & 0x4 )
res |= 0x8000;
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instead of 15bpp. I'll check it out
> when I get home.
Yes, the difference is that mslug2/3 use the raster effects driver and
require the VIDEO_RGB_DIRECT flag.
i.e 15-bit.
mslug/mslugx/mslug4 do not and are 16-bit palettised.
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re should be a "Frames to
Run" option to run it for e.g 1 frames. Hopefully, like the Windows/Dos
ports prints the average frame-rate on exit.
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u I'd look at early versions of the Kaillera implementation to
see what they worked around.
For all but the newest, encrypted neogeo gfx games (They have a hw prng) the
random numbers are usually derived from a function of the real-time clock.
In this case don't init the
ar = (((today->tm_year%100)/10)<<4) + (today->tm_year%10);
pd4990a.weekday = today->tm_wday;
}
Similiar things will be needed for the Kaneko Supernova driver, assuming it
makes it into 0.62.
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as shifted to more recent games where the
whole image is going to be dirty every frame.
There is still dirty marking for vector games and tilemaps have a dirty
system as do pens.
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but at some point during a
>> game, the client and server get desynced in the rng and the games no
>> longer match up.
>> so apparently, there are some other factors to keeping the rng's
>> synced, anyone have ideas?
>>
>
> Paul Priest gave some excellent p
ay as
> well...
Yes, but I don't think playback/record does work correctly in this case :)
Try commenting out the two calls to pd4990a_addretrace(); in
src/drivers/neogeo.c and see if that stops the problems (although random
no.'s will get screwed), just to see
iorities without the
alpha-blending as you won't be able to see anything in Sol Divide or several
stages of several of the Shmups, and Daruka makes use of the smegging
linescroll too just to abuse the hardware further.).
Lot of work just to get an "Insert Coin" text :
lly play> console mode Neogeo under Linux
:)
Replace:
/* Console/arcade mode */#ifndef CONSOLE res |=
0x8000;#endif
With:
/* Console/arcade mode */ if( src & 0x4
) res |= 0x8000;
in src/machine/neogeo.c as well
Note that the newest games won't run in console
mode unmodified.
--Paul Priest
(memcard_status==1))
neogeo_memcard[offset] = data & 0xff;
}
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d because they didn't work (TESTDRIVER()) and
those that were purposely disabled due to copyright date.
In 0.62 TESTDRIVER games are added to a seperate array and verified in the
Windows port when -romident and -isknown are used (Previously the TESTDRIVER
macro simply didn't include said ga
Frank Cox wrote:
> maniacsq (as one example) has "always" been a TESTDRIVER even though
> it works perfectly. Using this logic, it should have been commented
> out instead.
No point in drawing attention to the less known case
ot absorbed or fell by
the wayside.
I must say that the amount of noise on this list has increased exponentially
of late.
If there was a seperate dev list I guess I would prefer to be on that only.
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Simon wrote:
> Hey, I'd like to know if anybody has had any luck trying to get
> Razoola's UNIVERSE BIOS to run under (x)mame. I tried to change all
> references to the bios' CRCs in the Neogeo driver, but all I ended up
> with was a 'CALENDAR ERROR' message at startup. I tried to comment the
>
Matthias wrote:
> BTW, what's with this "one directory with one single file per hard drive
> image"? Wouldn't it have been easier to either add a path where all chd
> files reside (like for the roms), or to have them simply put in the same
> directory as the roms? Is it because some soon-to-be-emul
Deven wrote:
> Maybe the system just doesn't have enough RAM to run it! I recommend 128 MB
> or more personally. I'd have 196, but this one 64 MB module doesn't feel like
> cooperating with the other 2.
I'd recommend 196/256MB to run the Psikyo PS3/5/5v2 games.
The gfx are unpacked as both 8bpp
David wrote:
> hello everybody,
> My configuration is:
>K6 II 400Mhz
>128 SDRAM
>GeForce 2 MX440
>xmame 0.60.1
I'm afraid this is seriously underpowered for MK3.
> I want to know if I can play at Mortal combat 3 with result better than:
>50-60%
>frameskip 7-8
>10-20 f
Lawrence wrote:
> Could the folks getting bus errors on Solaris please try this patch? I
> haven't yet looked into it, and I'm going to try to avoid doing a special
> case fix like this, but it should at least get you running for now.
Note that I changed options.crc_only in src/mame.h to an 'in
Adam wrote:
> I'm running a 1200 Mhz Duron w/ 256 Mb DDR 333 Mhz Ram. Isn't that fast enough?
No, _with_ the dynarec MIPS core you need ~1.6GHz x86 (Athlon TBird,
PIV might need a bit more) to get 60fps in KI and ~2.2GHz to get 60fps
in KI2.
Without (i.e with the stock 'c' MIPS core) requirement
Matthias wrote:
> Then I might as well ask this: Is there a place where I could get an info
> file (the -listinfo output) of 0.71? In the original mame sources, maybe?
It's generated from the MAME sources, it's not in there :)
Grab the ClrMame-format MAME 0.71 files from http://www.logiqx.com/
(C
exspecto wrote:
> from mame.dk on "kinst":
> Chipset-Information
> R4600:100.000 MHz (cpu)
> ADSP2105: 10.240 MHz (cpu)
> Custom: 0.000 MHz (audio)
> So...you need a 4GHz processor to match what a 100MHz cpu can do?
> H (ad infinitum)
Again, why not?
T
Keenan wrote:
> The only problem that I have with believability is that u64emu2 ran Killer
> Instinct 2 at full speed on my 1.6Ghz Athlon XP processor (and I recall
> getting that same speed on a 1.3Ghz processor), but xmame runs it at only
> 75% speed. Of course, I'm not a coder so I can't claim
Dan wrote:
> Is there an x86 MIPS core? I know the x86 cores for some of the 8 and 16
> bit processors makes a HUGE improvement over the C code.
Yes, the Dynarec core is x86 specific.
And the only ASM core that works is the M68k. That's pretty much mute
now as a 68k really doesn't tax today's comp
smf wrote:
>> not like the
>> "Hotrod" profiles, but like general controller configs for certain types
>> of games (i.e. one config for Capcom fighter games, one for Mortal
>> Kombat series, etc).
> You probably can't do exactly what you want, but IIRC you should be able to
> have driver specific
William wrote:
> I tried playing spacfury in .72 and samples were played massively wrong - tinny,too
> fast and just generally horrid.
They aren't samples anymore (Well, the speech at least).
Olivier completed his emulation of the spc250 (or whatever the part no
is :).
For Space Fury, try the cl
F.J. wrote:
> The only one I never understood was diehard. Seems like that
> was removed after 0.64, and that doesn't seem to violate any
> mame policy I'm aware of.
How about the one where the driver only did enough to get into test
mode with some help?
(Stv now runs a couple of games and those
F.J. wrote:
> If you care about the decimal, bite the bullet and go floating
> point.
> Mixing floating operations and integers
> are often not good (casting being only one penalty).
Ever hear of fixed point? :)
More accurate than floating point (in the confidence in values, not in
giving a milli
Lawrence wrote:
> On Dec 24, 2003, at 6:51 AM, Robert Alan Byer wrote:
>> for( addr = start + 1; addr != start; addr = ++addr &
>> AMASK )
> Which file is triggering the warning?
src/mamedbg.c
L4377
I thought all of these had been fixed ages ago.
I guess it should read "addr = (a
David wrote:
> The problem, I'm told, is that there's a new zip format.
> I'm just confused as to:
> 1) Why xmame .77 doesn't seem to incorporate this code
> 2) Why I'm not seeing other complaints about this on the web/mailing list
PKWare recently made several 'enhancements' to the zip format to
Lawrence wrote:
> Doug Holland wrote:
>>
>> Did you try medium or hard difficulty? I just tried again, using 0.77.1, and
>> got the death star bug again. It is a known bug in the starwars emulation.
>> I just wondered if anyone else found a way to fix it.
> I tried medium difficulty. I must jus
F.J. wrote:
> The only thing I don't understand, from reading the mame.net
> whatsnew, is why MAME 0.78 seems to have dropped cpmame and
> neomame makefile targets. Not sure why that was. Surely they
> weren't hurting anyone? I'm searching the mame.net forum for
> this now.
Because we don't dee
Matthew wrote:
> Oh yeah, and all of you idiots yapping about whether MAME
> should/shouldn't emulate new/old games, STFU.
It could be argued that since those arguing that MAME shouldn't
include games released next Friday are also those that made emulation
of many of the games possible and the cpu
mushroom wrote:
> On Thu, 2004-01-08 at 11:26, Simon Roby wrote:
>> He is a developper on Microsoft Virtual PC huh? That would make sense, as
>> Aaron was on the Virtual Game Station team, ie. it was made by the same
>> company that was bought by Microsoft for Virtual PC.
> actually, I believe he
Boniforti wrote:
> Here I try to load "sf5.zip":
> fuzzy name compare, running sfz2aj
What exactly do you think sf5.zip is?
sfz2aj is "Street Fighter Zero 2 Alpha (Japan)"
>> Have you done an audit to see if the rom's files are ok?
>What do you mean? I was using my ROMs with "zsnes" before...
>An
Joe Inkenbrandt wrote:
Hello everyone,
I sat down tonight to play a game of Mortal Kombat on the new version
.79. Problem is, when I play it, no hits register against me or
against other players. Its kinda like playing the third grade version.
The game runs fine other than this. Anyone else s
Frank Cox wrote:
Not for me.
xmame.x11 -listxml works fine; gives me the list from start to end.
gxmame "rebuild game list" segfaults in the middle of the job. So it
appears to be something on the gxmame end of things, not the xmame end,
that's blowing up.
Just a guess, try moving mameinfo.dat
NiXO Beee wrote:
Ok, for a quick workaround I swapped the connectors (main keyboard/mouse
becoming USB and X-Arcade becoming PS/2). The behaviour is as expected
totally opposed (X-Arcade working under xmame, while the main keyboard
stutters).
I suspect that my USB to PS/2 converter might be a k
F.J. McCloud wrote:
As a
sanity check, can someone else with X86-64 try the following
games and report their status on 32-bit and 64-bit for 10K
frames?
gunbird2
soldivid
Other people have reported PsikyoSH crashing in the vidhrdw, both Haze
and I looked and couldn't think of anything immediate
Robert Alan Byer wrote:
I noticed in the CVS archive that in src/rules.mak the X86 assembler core
for the M68000 and M68020 are no longer there and the C code is used.
Is this going to be a permenant change?
For core MAME, yes the ASM 68000 is dead. I guess there is nothing
stopping Lawrence
Robert Alan Byer wrote:
One last thing.
If the M68000, M68020 and MIPS assembler cores are going away, I would
appreciate fixing the M68000 CPU sections in the "src/rules.mak" so that
M68000_GENERATED_OBJS are on the CPUOBJS line like the rest of the CPU
cores as that would save me from doing a s
mushroom blue wrote:
is there any reason why? I actually liked history.dat...
And so do we, but the in-MAME viewer was useless.
Frontends do the jobs much better...
- Paul
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