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Originally Posted by Haze
divide the offset by 2? might help.
4 if you're dealing with 32-bit.

OMG, such a lot of things to consider for MAME programming (especially for an amateur)!

But that was indeed the problem - everything working now. smile

Many thanks to all for your help,
Franz

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Ooops, the next small problem:

This driver fidel68k.cpp contains 4 different models, feagv7/10/11 are 32bit, but feagv2 is 16bit, and so this new code with the UINT32 definition crashes when I run feagv2 (same error message: "required shared pointer 'nvram' not found"), i.e. for this module I would have to use UINT16.

Any ideas how to solve this?

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Use separate shared pointers / code for the 16 and 32-bit systems. And make both of them optional_shared_ptr instead of required.

Last edited by R. Belmont; 05/06/16 08:35 PM.
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Originally Posted by R. Belmont
Use separate shared pointers / code for the 16 and 32-bit systems. And make both of them optional_shared_ptr instead of required.

Yep, that worked - you're really a MAME expert! smile

I hope this was the last issue, and I don't have to annoy you any longer. wink

Thanks once more,
Franz


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@fhub

Just for info. smile
Lector wrote (http://www.schachcomputer.info/forum) he has some problems with the last version of Fidelity.exe on WinXP.
Your last release is working on my WinXP SP3 32-bit OS.
I get no errors like
Failed to initialize function pointer for DXInputGetState. Error: 1157
XInput_api_helper failed to initialize Error: 4294967295

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Originally Posted by Anna Wu
@fhub
Just for info. smile
Lector wrote (http://www.schachcomputer.info/forum) he has some problems with the last version of Fidelity.exe on WinXP.
Thanks Anna,
I've seen this posting and I have the same problem on my 2nd WinXP partition, too.

Here's now a new update, which solves this WinXP problem with a patch (just execute the included XP_patch.bat),
and also fixes a small bug when the Fidelity should start the game with White (clicking on RV).

Fidelity_upd2.zip:
http://www30.zippyshare.com/v/sYS72trF/file.html

Franz

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Important question to 'hap':
(since you've written the Fidelity drivers, I guess you're the only one who could answer this)

Why the heck is the fidel68k.cpp driver so different (and does behave so differently) to the other 2 Fidelity drivers (and to all other about 40 old Mephisto modules I have)???

These 'feagv' machines are the only ones who write the board postition into their config file, no other chess machines do that - e.g. following lines in 'feagv10.cfg':
Code
<input>
    <port tag=":IN.0" type="KEYPAD" mask="1" defvalue="0" value="1" />
    .....
</input>

And this fidel68k driver is the only one which uses PORT_TOGGLE in the input ports - again no other chess machine contains this PORT_TOGGLE.

When I remove this PORT_TOGGLE, then the port values are not stored in the config file anymore (as described above), but then a click on a board square does not toggle the LED status anymore - again a completely different behaviour than the other 2 Fidelity drivers (and all other chess machines).

Because of his different behaviour of the 'feagv' machines I'm not able to successfully implement the 'save & load state' feature, no matter what I do (and I've made already many trials), whereas for all other chess modules it's working perfectly.

So how can I change this unusual behaviour of the 'feagv' modules, so that they work like all other ones???

Franz

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Remove PORT_TOGGLE then? This is the only emulated Fidelity board with magnet sensors. PORT_TOGGLE makes the sensors act as switches, I added that to make it playable (as blind chess instead of not playable at all).

When we get game pieces added with a weight under them to make the sensor active whenever there's a piece on it, PORT_TOGGLE will be removed. The current solution is a workaround.

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Originally Posted by hap
Remove PORT_TOGGLE then?
Well, I've already tried this, but as I said: clicking on the squares doesn't switch the status anymore (at least not permanently).
Quote
When we get game pieces added with a weight under them to make the sensor active whenever there's a piece on it, ...
And how could this be done?
If it's not too difficult, then I would certainly try it ...

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The place to start is the lua scripts crazyc was working on.

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