![]() c files that are used as include files (a. Unfortunately, it’s not possible to just grab every. Getting all of the correct source files into the project was a challenge. Xcode can cope, but it feels like it struggles at pionts. Also, MAME is a huge project, with over 2,000 source files. Many of the Makefile tricks, like dynamically generating the list of files to build, and creating #defines are not possible in Xcode. MAME uses a fairly complex Makefile-based build system. One of the more difficult aspects to the port, was actually getting the whole thing to build in Xcode. I’m sure someone with mad CIKernel skillz could do something pretty cool with this capability. The screen shot above is an example of the CIEdges filter applied to Ms. While mostly pretty useless, it can add a new twist to an old game. This not only ensures the best performance, but allows real-time Core Image filtering on the emulation output. On OS X, the sound is implemented with Core Audio and the graphics are implemented using Core Video, Core Image, and OpenGL. I’ve got to applaude the MAME developers, because the project is well abstracted to be OS agnostic. I’ll describe some of the behind the scenes tech details in the next few paragraphs. Enjoy, and please report any problems you find on the SourceForge bug page or the web forum. All video and sound emulation should be working, and it shouldn’t crash. It definitely has some warts and in need of some spit and polish, but at least it’s not embarrasing. I am officially annoucing the “MAME OS X” project, so check out the home page for download links to a universal binary. After a couple months of work in the background, it is finally ready for general release. So, being the freak that I am, I decided to work on my own MAME port to OS X. SDLMAME does compile and run fine, but as with most cross-platform projects, there are a couple minor things that would be nicer if it could target OS X only. The MacMAME project has been dormant for most of the year, and is PowerPC only. Astute readers will also know that there is currently no Intel port of MAME for OS X. You may remember from my post about hacking the boot image of Intel Macs that I was interested in doing this for a MAME arcade cabinet. It maked tgmj less playable due to the introduced processing overhead, but tgm2 and tgm2p are fine.The Linux and Mac OS X versions are based on SDLMAME.Most people report that the Visual C++ version is faster The only difference between mametgm.exe and vmametgm.exe is that the former is compiled using GCC and the latter using Visual C++ 2005.Pressing opposite directions favors the most recently pressed one, and only locks if both become pressed simultaneouslyĮxception: if up+down become pressed simultaneously, it favors up.TODO: poll input when the emulated machine polls input (this is the ideal modification) Polls input much more frequently and before executing the emulated CPU time slices (this is a brute force modification).These games are configured to 4-way stick, which makes MAME favor the last pressed directionįor instance, will send down to the game on the second input sequence.If you have MAME installed, you can put it there.After you download a version that fits your OS, use it like normal MAME.This is a modified version of MAME with some modifications aimed to enhance the TGM experience and WolfMAME's inpview modifications. SDLMAME source diff (requires previous diff, for non-Windows versions).Windows GCC VC++ 2005 (the latter might be faster).Shmupmame thread on Shmups forum Older version Because this version is based on MAME 0.137, it also fixes graphical bugs in tgm2p, most notable of which being the blue boot-up screen. It also includes the TGM enhancements listed below, but no inpview. This is a modified version of MAME with modifications in Psikyo SH-2 emulation (tgm2, tgm2p) that eliminate one extra frame of lag compared to vanilla MAME. Windows (32 and 64 bit) GCC (VC++ version unavailable at this time).MAME is an open source project, which give the chance to test code changes.
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