This page will include WIP screenshots and other fun stuff for MAME™, M1, and whatever else I'm working on.

1/31/2010

Odds n’ ends

Some things going on lately in addition to the SDLMAME upheaval:

* I dumped a redemption game called “Tap-a-Tune”. Phil Bennett is looking into a driver for it – should be nice and simple after the Microprose stuff.
* I reworked the Namco System 11 driver to use the real “C76” MCU ROM dump that was trojaned by Olivier Galibert. I don’t notice any real difference between now and the previous hacky solution using Prop Cycle’s program as a splint, but at least now it’s properly documented.
* I picked up Olivier Galibert’s in-progress Panasonic MN10200 CPU core and am adapting it for MAME (he was debugging it in a standalone M1-like program). This is used to drive the music in Taito games such as Raystorm and RayCrisis. WARNING: this does not mean there will be music in those games any time soon. The CPU core is not fully operational (interrupts are ad-hoc at best, the timers are not emulated, and there are probably buggy opcodes) and the ZOOM wavetable playback chip is not emulated. So all this is going to do near-term is make those games slower. This *is* MAME 😉

Posted by Arbee in General @ 6:54 pm -

1/16/2010

How to build SDLMAME 0.136u1 and later

Read the instructions here. Get the endings.zip utility here (updated!).

For 0.136u4 and later you do NOT need the separate PowerPC patch that was formerly here.

For integer releases (0.137, 0.138, etc) you do not need to use the endings.zip utility.

Posted by Arbee in General @ 10:07 am -

1/7/2010

Unification

MAME 0.136u1 is going to involve some major changes all around, especially for SDLMAME. In order, they are:

– New GCC 4.4.x based MinGW32 and MinGW64 toolchains for the Windows versions (this includes both baseline and SDLMAME Windows targets). Visual Studio is no longer required to build for 64-bit Windows and substantial speedups will be seen by users of 64-bit Windows Vista and Windows 7.
– MAME is switching from C to C++ and will include some of the features of that language. While MAME has been getting more object oriented over time we’ve hit the limits of being able to sanely express that in plain C and many concepts will be cleaner/more intuitive in C++.
– SDLMAME will become part of the standard MAME source code download. There will no longer be separate SDLMAME releases on this site (I will update the homepage to say so) but the SDL components will continue to be maintained by Couriersud and myself.

As a result of this, SDLMAME has lost one minor feature: the ability to use the “scale2x” graphical filter. It was never well-supported and never worked quite right so it was always on the way to destruction, and so it’s now gone. SDLMAME gains two new supported platforms in u1: 64-bit Windows and 64-bit Mac OS X (64-bit on the Mac requires OS X 10.6 Snow Leopard, which implies an Intel Mac, and SDL 1.2.14).

Posted by Arbee in General @ 11:42 pm -
Content
Home
SDLMAME/MESS/HazeMD home
NEStopia Linux home
AO .PSF2 status
AO SDK (source)
My music rips
M1 home
WIP driver downloads
Links
Aaron’s WIP
Audio Overload forum
Audio Overload home
Bobby Tribble's Unemulated Games
Dave Widel's page
David Haywood (Haze)'s WIP
Discrete Logistics
Dox's WIP
FPGA Arcade
Frank Palazzolo's WIP
Kale's MAME WIP
Luca Elia's WIP
MAME E2J, home of BridgeM1
MAME Testers
MAMEdev.org
MAMEWorld
Project 2612 (Genesis VGM rips)
Robiza's WIP
ROP Music Laboratory
Slick's NSFE downloads
SNESMusic
System 16, the Arcade Museum
The MOD Archive
Ville's Development Log
Zophar's music archive

Categories



Archives

January 2010
M T W T F S S
 123
45678910
11121314151617
18192021222324
25262728293031


Meta
RSS 2.0
Comments RSS 2.0
WordPress

Powered by WordPress