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Joined: Mar 2001
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R
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Yes, but (and I'm not trying to be insulting here) if Arek is actually putting out updates in sync with PC and you aren't, maybe his should be official and your build can be a special "turbo" one that comes out whenever you have time.

Joined: Feb 2004
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Alex,

As always smile

Joined: Mar 2005
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Quote
I had real problems with my pad going from .94u1 to .95 until I trashed the configs
I've still been having some issues myself. 95 was holding the default configuration for a while, then I opened up "Narc" (which was a bad idea for so many reasons), and it all went back to default.
To prevent this from happening, I set up all the default configurations I could possibly want, then quit MacMAME, opened default.cfg, and locked it.
I may not know how to do it right, but I can do it so it works.

Joined: May 2004
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G
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Belmont's got a point, why not make the new MacMame the official one, and Brad's a special turbo one. I'd really like to see a version of MacMame updated at the same rate as the PC one, no disrespect to Brad's work...


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gT.
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For speed-problems on Sega games and other's which seem to be slow, be sure to uncheck frame-skipping in the MISC menu. I was so happy to find out Thunder Blade now 100% in MacMame, running pretty much full speed on my PowerBook... I luv the new MacMame! smile


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gT.
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T
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Quote
Originally posted by Fast Cash:
Which brings up another question. MAME seems to be doing away with Assembly cores now. Will the same happen on the Mac side seeing as CPU core fixes are done on C cores instead, e.g. the Sega System16 games rewrite?
Rapha?�l Nabet had the PPC assembly cores compiling (for MacMESS) under Project Builder/Xcode. I reverted to Arekkusu's method for my current releases. I plan on moving back to PPC core as soon as I figure out how he did it.


tim lindner
tlindner@macmess.org
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all i have to say is THANK YOU. Mortal Kombat 3 is now again playable with the xcode compile. I havent been keeping up with mame recently, but i sure will be now. Thanks again.

Joined: Jul 2000
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Quote
Originally posted by R. Belmont:
Yes, but (and I'm not trying to be insulting here) if Arek is actually putting out updates in sync with PC and you aren't, maybe his should be official and your build can be a special "turbo" one that comes out whenever you have time.
Forking it just to have a "fast" build vs. a "slow" seems like a waste of energy and IMHO would really only confuse end-users. Ultimately I'd like to open my SVN server to the world and just have Alex and everyone else check in and build off of it.

That way, he could build "official" binaries off of it with XCode and I could easily come along later (or, gasp, earlier) and do a CodeWarrior release and we could share a consistently-progressing version numbering scheme even though we're building in two totally different environments.

Of course, if Alex wants to end up being point man for support alongside myself, that's his choice. smile

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T
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I was wrong about Rapha?�l's use of the PPC ASM cores. He didn't port them, he just used the Asgard source file to load the C core.

Sorry for the confusion.

BTW, I love this passage from MovingProjectsToXcode.pdf:
Quote
For instance, in CFM, if aglob is a global, then lwz aglob(r2) works to get the value of aglob into r3. The Mach-O equivalent is complicated, involving multiple internal labels, and at present can���t be handled with inline asm.
The PPC cores do all the heavy lifting with globals. smile


tim lindner
tlindner@macmess.org
Joined: Feb 2004
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A
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Quote
Originally posted by Kaizer Arel:
Arekkusu, can you do something for Afterburner and Primal Rage that is the only rom I have that don't work at full speed as on the PC side?
I took a look at these. Although it is true that both these games use the 68k, and the C core used in the Xcode build is slower than the asm core in the official build, the 68k emulation isn't the biggest bottleneck for these games.

For Afterburner, the bottlenecks are cpu_timeslice (it has a high cpu interleave?) and segaic16_sprites_outrun_draw (the video hardware.)

For Primal Rage, the bottlenecks are video_update_atarigt (the video hardware) and tms32031_execute (which doesn't have an asm core in the official build anyway.)

For comparison, on my hardware with fskp 0, 0.95 runs Afterburner II at around 50/60, and Primal Rage at around 36/60.

0.87b runs Afterburner II at 60/60 with some CPU left over, but Primal Rage is still around 36/60.

There is not a lot I can do to improve the speed of these in the Xcode build (with the available time I have.) You can still use 0.87b to get some speedup in games with CPUs that use asm cores (68k, 6502, Z80 etc) but it won't be faster in every case.


Quote
Originally posted by tlindner:
Rapha?�l Nabet had the PPC assembly cores compiling (for MacMESS) under Project Builder/Xcode. I reverted to Arekkusu's method for my current releases. I plan on moving back to PPC core as soon as I figure out how he did it.
I'd also appreciate info on that.

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