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Martin Offline OP
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This is quite likely just an xcode thing, but...

Any idea why if I change the code in just one driver's source file (williams.c for instance) when i click on "build" it recompiles all 800+ driver files??

Is it something to do with the precompiled headers? If so, can I just tell it to stop using precompiled headers since that's a real nuisance if it wants to recompile everything every time I just want to play with 1 particular driver.

I'm also seeing an issue where I can start up the MacMame xcode project just fine (and by start up i mean, start the IDE, not execute mac mame). When I start up / open up the drivers subject, after a little while of opening and browsing a few source files the CPU maxes out at 100% and I can't do anything to stop it other than close the drivers subproject back down again.

This and the compiling everything bit makes the whole thing pretty unusable and are stopping me from getting on with a few of the things I wanted to get on and do. Namely, adding a new game to a driver and comparing / correcting a game that went in on v0.99u2 so any help much appreciated!

Martin.

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Yes, that's probably due to the precompiled headers that have to be recompiled.

Getting rid of precompiled of headers won't help a bit, as almost all the driver files reference those header files, so they'll have to be recompiled anyway.

FWIW, if you have 0.99 compiling, updating to 0.100 is almost a piece of cake (in MAME terms smile )

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Martin Offline OP
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Is this just a mac / xcode thing? Xmame (which was the last I was using) didn't do that. It would only compile the .c file I had changed and then relink.

The situation was actually worse than I described. I also had to compile the core macmame project as well, so that was just under 1100 files that it went off and compiled because I had commented out 2 rom definitions in 1 file.

Seems rather excessive to me!

Okay, from a different angle then, is there a different version of mame that I can compile up on the mac that may handle this better?

Perhaps it's xcode that's causing this behaviour and therefore a command line gcc build may help?

Martin.

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You can build Xmame on Mac. It doesn't have all the Mac-specific optimisations, but it works.

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Martin Offline OP
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Looks like I'm finally being forced down the Virtual PC / win 32 command line mame route frown

I got the XCode side of it sorted - there was an option to index projects, or some such which was responsible for the 100% cpu. Switching that off made it a whole lot more usable. For some reason, the second time i edited a driver file it behaved as I would expect, so I don't know what was up the first time it decided to recompile everything!

Sadly though, I went in to observe some inputs while playinig a game and discovered that the debugger is flawed on the mac version. Not as flawed as xmame where you can only have one window open at a time, which kinda defeats the object.

Unless I've done yet another thing wrong, it would seem that the game screen doesn't update itself during "animate". This makes it kinda hard to play a game whilst observing memory and registers behaviour!

I compiled up advmame which gave me all the command line goodness and things I wanted, but that was even worse. The debugger came up IN the game window and wouldn't respond to any input apart from the escape key smile

SO, I'm off to compile up the win32 command line version just to be doubly sure I never dreamt this debugger working properly in the first place!!

If there's a way to resolve the debugger screen updates in macmame then someone please shout as it's by far and away the best option, just not quite there for my purposes frown

Martin.


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