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Joined: May 1999
Posts: 616 Likes: 1
Senior Member
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Senior Member
Joined: May 1999
Posts: 616 Likes: 1 |
Hmm... I downloaded a fresh copy from your site, replaced the sdl folder with the one containing the new debugger, ran a build and get this when I launching the application: M.A.M.E. v0.108u4 (Sep 16 2006) - Multiple Arcade Machine Emulator So it seems to me that I am running u4 indeed Edit: oops, I think we misunderstood each other. ./mameg4d pacman --> works fine ./mameg4d -debug pacman --> bus error Edit 2: works fine on my Intel iMac
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Joined: Dec 2001
Posts: 233
Senior Member
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Senior Member
Joined: Dec 2001
Posts: 233 |
The main window doesn't save the size of the window sections when the app is restarted. I like the categories, but sometimes I like the game list to take up the full view. So I resize the catgories section to hide it. On a restart of the app, it goes back to the default heights.
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Joined: Feb 2004
Posts: 2,597 Likes: 300
Very Senior Member
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OP
Very Senior Member
Joined: Feb 2004
Posts: 2,597 Likes: 300 |
Yes, I know MMIX is broken with SDLMAME 0.108u4. I will release an updated version soon (in the next couple of days).
Isaac, there is no way to programatically collapse a split view. This is a limitation of Cocoa. The size of the splits can be preserved provided they aren't collapsed.
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Joined: Feb 2004
Posts: 2,597 Likes: 300
Very Senior Member
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OP
Very Senior Member
Joined: Feb 2004
Posts: 2,597 Likes: 300 |
MacMAMEinfoX 0.7.3 is up: - Works with latest SDLMAME
- Image scales to window (to make those screenshots bigger, CRP)
- Option in SDLMAME preferences to automatically close run logs (for Isaac)
- Uses Apple Help instead of a separate readme file - all the info is still there, you just need to hit the help menu to get it
- Category handling should be faster
- Various changes in preparation for releasing a front-end SDK
- Bug fixes
Download MacMAMEinfoX 0.7.3 (456kB disk image - requires Mac OS X 10.3.9 or later) Yes, I'm serious about making a front-end SDK. It will be released as a framework and a set of plugins. All the work of loading info files, launching MAME, and managing per-game settings will be handled by the SDK components. Then anyone will be able to quickly write a Cocoa front-end. I'm getting pretty close. I just need some time to document the APIs and write some simple examples.
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Joined: Aug 2006
Posts: 64
Junior Member
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Junior Member
Joined: Aug 2006
Posts: 64 |
The application has me a bit puzzled. Where does it get its information from when you use SDLMAME? The question is intended to understand what happens when you are pointing the application to a new SDLMAME build.
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Joined: Oct 2002
Posts: 15
Junior Member
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Junior Member
Joined: Oct 2002
Posts: 15 |
The "Choose..." button for selecting the location of an SDLMAME install doesn't seem to function when pressed, preventing the use of the emulator. Booting through MacMAME seems to work just fine, though.
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Joined: Feb 2004
Posts: 2,597 Likes: 300
Very Senior Member
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OP
Very Senior Member
Joined: Feb 2004
Posts: 2,597 Likes: 300 |
nf_: when you use SDLMAME, it gets its information in exactly the same way as with MacMAME. It reads the listxml output and the MAMEinfo and history data files. It always looks for these files in the same places. It searches for ROM sets that match the names of the drivers it found in the listxml output.
If your information files don't match what your current (Mac/SDL)MAME build supports, MacMAMEinfoX might not launch games properly. It's your responsibility to update the files when necessary.
gdk: I just checked again, and it does work.
First of all, before clicking "Options..." did you switch from MacMAME to SDLMAME? Second, you have to choose the actual SDLMAME binary - usually called "mamepm", "mameg4", "mameg5" or "mamed".
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Joined: Dec 2005
Posts: 38
Junior Member
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Junior Member
Joined: Dec 2005
Posts: 38 |
Is there a trick to getting it to see the art files (screenshots, etc)? Its running flawlessly except for that.
Thanks for coding this. I was stuck running games from the command line (or take a huge performance hit by running macmame on my intel mac) until you did this.
REALLY, thanks.
--Tom
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Joined: Aug 2006
Posts: 64
Junior Member
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Junior Member
Joined: Aug 2006
Posts: 64 |
Someone informed me that you cannot select a SDLMAME build if you are working from a fresh install from the latest version for Mac OS X PPC. The workaround is to select it from a previous version.
hope this helps.
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Joined: Feb 2004
Posts: 2,597 Likes: 300
Very Senior Member
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OP
Very Senior Member
Joined: Feb 2004
Posts: 2,597 Likes: 300 |
My apologies for disappearing and not answering e-mails. I am still alive, and working on MMIX. Sorry about the "clean preferences" bug. Yes, you can work around it by using an older version to set the preferences initially. I was hoping to have the next version ready sooner, but life gets in the way. Anyway, the next version will show game flags in the table (imperfect graphics/sound/colour, save support, etc.), which has been a much-requested feature. I hope to write a bit more documentation, too.
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