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MAME
02/15/19 09:40 PM
Thanks, I'll adjust the values in the source to 10800 nsec so we get better joystick reading.
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MAME
02/15/19 08:22 PM
Stupid fun with the Joystick Calibration value:

I was reading the apple2.cpp source and noticed that the calibration for the x and y axes is different.
The x has 12 msec and the y has 13 msec.

/src/mame/drivers/apple2.cpp:316: m_x_calibration = attotime::from_usec(12).as_double();
/src/mame/drivers/apple2.cpp:317: m_y_calibration = attotime::from_usec(13).as_double();


[Linked Image]

According to the Apple II reference manual, 3060 ms is how long it should take to read the joystick which sounds right: 12ms * 256 = 3072 ms.

If you divide 3060 ms/256 you get 11.953 ms.


My calibration "program" is just a little applesoft one-liner:

100 PRINT PDL(0),PDL(1): GOTO 100

This would report 142 at rest for the PDL(0) and 154 at rest for PDL(1).

[Linked Image]


What if I set both to 12 msec? Then I got 142 at rest for both axes.

I got to thinking, what's the minimum values that would give the "full range" and 128 at rest.


It appears to be around 10800 nsec (or 10.8 msec)

// precalculate joystick time constants
m_x_calibration = attotime::from_nsec(10800).as_double();
m_y_calibration = attotime::from_nsec(10700).as_double();


[Linked Image]

With 10800 nsec, I can get 0 to 255. With 10700 nsec, the range reported is from 0 to 253.

A value too small won't give you a wide enough range.


Just for fun, I thought I'd see how Stellar 7 plays under the IIgs, but I noticed that it doesn't read the joystick properly with the faster CPU speed. Stellar 7 doesn't have any kind of pre-game joystick calibration.

So if I set the calibration down to 6 msec in the IIGS driver, the joystick reads properly and it's playable at the faster IIgs speed. Now Stellar 7 is a fast action game! Whee!

Interestingly, Stellar 7 loads very slowly (or it feels very slow to load) under the IIgs. I wonder why? I thought it'd be faster all around or at least the same speed.
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MAME
02/15/19 12:10 PM
You can turn bezels on and off live in the Tab menu under Video Options.
3 129 Read More
MAME
02/15/19 12:00 PM
Thanks a lot Osso,
for the moment, I solved creating 2 different launching script (I'm using SDLMAME):
one that contains: ./mame64 -nouse_bezels
an another with: ./mame64 -use_bezels

so I can use the fist one when I'm on the laptop, and the second one when the external display is connected.
This could be a good solution (it works over all the games, so it's perfect),
but I still think adding the feature to toggle between the artwork options, like you can do with slider controls, could be a good improvement.
3 129 Read More
MAME
02/15/19 11:21 AM
Originally Posted by Vas Crabb
Referencing device views is the path to dependency hell and weird interactions.

That is my understanding, so best solution might be to make the device callback the driver to sort out what bezels to interact with, in which case multiple devices instances can be resolved too.
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MAME
02/15/19 10:30 AM
Originally Posted by Darkstar
The "best" solution would indeed be "sub-layouts" that are defined by the devices. This would also enable for example cartridges or (euro-)rack modules to define their own UI, which is then included by the main machine.

You can do this at the moment with multiple windows. If you use e.g. "-numscreens 3 -window" you'll get three windows and you can choose a different view for each one, like main system in one window, and device views in the others. Automatically tiling views for multiple devices in a single window is somewhat complicated but doable. Referencing device views is the path to dependency hell and weird interactions.
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MAME
02/15/19 10:05 AM
The "best" solution would indeed be "sub-layouts" that are defined by the devices. This would also enable for example cartridges or (euro-)rack modules to define their own UI, which is then included by the main machine.
10 246 Read More
MAME
02/15/19 08:59 AM
Can you give a example of a slot device that does that, that I can study?

What I really would like is to define a slot device layout and then include that in a main layout view but that is not possible right?

Given that it is not, I then need to access the main layout and set the state of some bezels with a naming agreed upon
between all possible slot devices, not colliding with each other or anything else in that layout. Also, it would not be possible to have
more then one instance of a particular device. Or maybe I am missing something here.
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MAME
02/15/19 06:52 AM
These are the artwork command line options, don't know if there's something that suits your needs: https://docs.mamedev.org/commandline/commandline-index.html?highlight=artwork#core-artwork-options
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MAME
02/14/19 11:32 PM
I run MAME on a laptop with a big external display connected so I have all the screen space to play with the artwork activated.
But when I'm out of home and I play using the internal lid I had to turn off artwork because they are reducing too much the game area.
As MAME remember the last setting per ROM, I had to open menu, going to "Video Options" and change it every time.

Could you tell me if there's a way (or a shortcut) to toggle between the available video modes or to turn on/off artwork without opening menu?
3 129 Read More
MAME
02/14/19 11:28 PM
Originally Posted by Edstrom
Is it even possible to control the state of a layout bezel from a slot device without a trampoline in the driver yet?

You can indirectly using outputs.
10 246 Read More
MAME
02/14/19 09:55 PM
Originally Posted by Stiletto
Get me that sweet, sweet Radio Shack 500-in-1 Electronics Kit emulation! laugh


Oh god, I was just thinking recently about how possible this could be with emulation. Our artwork engine may just have enough basics to pull it off too! laugh
10 246 Read More
MAME
02/14/19 09:28 PM
Is it even possible to control the state of a layout bezel from a slot device without a trampoline in the driver yet?
10 246 Read More
MAME
02/14/19 06:50 PM
Get me that sweet, sweet Radio Shack 500-in-1 Electronics Kit emulation! laugh
10 246 Read More
MAME
02/14/19 03:39 PM
I'll just do stright connections between the port and the boards for now
10 246 Read More
MAME
02/14/19 12:13 PM
They're PC-X only, for hardware reasons.
148 110,584 Read More
MAME
02/14/19 11:11 AM
Needs better scripting support for layouts before it becomes practical. Yeah, I'm working on this slowly, but real life keeps slowing me down.
10 246 Read More
MAME
02/14/19 11:06 AM
Originally Posted by rfka01
Please credit Stefan Stapelberg for the SINIX disks.

Thanks, are they PC-X only, or compatible with PC-D too?
148 110,584 Read More
MAME
02/14/19 09:14 AM
Mike Douglas from http://deramp.com/ is quite the wizard: Without having ever seen the MFA computer, he created a publicly available version of CP/M for the machine. During much of January we exchanged a lot of emails and debugged over the phone, but there is now a monitor ROM and CP/M disk image available at http://deramp.com/downloads/mfa_computer/ which I've also uploaded to the FTP. The availability of the CP/M BIOS should provide enough technical information about the configuration of the EPROM/RAM, serial, parallel and floppy modules.
While this is an "aftermarket" effort, it will allow the official MFA CP/M system to slip right in when it becomes available.
61 13,381 Read More
MAME
02/14/19 08:56 AM
Please credit Stefan Stapelberg for the SINIX disks.
148 110,584 Read More
MAME
02/14/19 08:38 AM
I am currently improving an educational system adding some laborations from a handbook.
They all include a part where to connect pins with wires directly or over a breadboard.

Usually the laboration is based on a fixed external board so I have added a slot device for that
where it can connect to one of the two 8 bit parallel ports, or both. Sometimes a particular board moves
from one port to another or within and sometimes there are interconnection between the boards.

I was thinking of an internal UI configuration menu for each board where you can select what pin to connect to on the parallel ports.

Interconnections between boards or with a breadboard device (to be created) is less obvious how to do.
Here I was thinking of clicking the endpoint pins/holes, lighting them up, but no way to animate the wire in the internal layout I think.

Would lua engine provide what I want here? Can lua graphics sit on top of a layout view? Other suggestions?
10 246 Read More
MAME
02/13/19 04:18 PM
Wow, that's fantastic! Thanks rfka smile

And yeah, would be a great showcase for MAME.
13 1,669 Read More
MAME
02/13/19 12:01 PM
Thanks for your suggestion Robbbert.
I just did it!
4 279 Read More
MAME
02/13/19 08:18 AM
Originally Posted by illando
MAMEUI is not available on Mac.

Quite correct - it's windows only.

Customize UI would need enhancement to get what you're after.

If you're good with coding you could make a PR in github; if not, you could make an enhancement request in Mametesters, but I don't know when (or if) it would be actioned.
4 279 Read More
MAME
02/12/19 11:44 AM
I'm talking about the internal UI.
I can't use MAMEUI frontend because I'm using SDLMAME on MacOS and (as far as I know) MAMEUI is not available on Mac.
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