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I nearly had this posted before the Win32 build appeared on mame.net, but didn't quite make it. Next time. ;-)

I spent quite some time tracking down Mac bugs in the MAME core, so a number of games that had been broken in the past few releases (if not longer) should work now.

Let me know if there are other games broken on the Mac which work on the PC.

As always, report bugs on the Wiki or to this thread so we can fix them. If we can't easily find them, they may not get fixed.

FYI to whoever maintains the wiki now: I don't have permission to edit the main page, so I couldn't create a new page for 0.96 bug reports. Can that be fixed?

http://www.macmame.org/downloads.html

0.96 - 3 May 2005

て「 Updated to match Win32 MAME 0.96. [Brad Oliver, Alex Eddy]
て「 Mouse handling should once again work normally when a dialog interrupts gameplay. [Brad Oliver]
て「 Fixed clone ROM handling in the audits to more accurately reflect their status when clone-specific ROMs aren't found. [Brad Oliver]
て「 Long-dead option to not emulate FM sound has been removed. [Brad Oliver]
て「 The error logging function works again. [Brad Oliver]
て「 CHD "dif" files now have their own folder, away from the potentially read-only folder for CHD files themselves. [Brad Oliver]
て「 Updated chdman to the most recent code. [Brad Oliver]
て「 Long ROM names now display better in ROM audits. [Brad Oliver]
て「 ROM audits now inform you if a missing ROM is part of a BIOS ROM set or shared with a parent ROM set. [Brad Oliver]
て「 Changing the name display to/from "descriptive" in the front-end now resorts the list properly. [Brad Oliver]
て「 Fixes for the MAME core that mainly affect the Mac:
* PPC core now works on the Mac. This fixes odd errors in the Model 3 games.
* Fixed 8085 core - Pleiads now works again.
* Fixed games based on the Arcadia platform (Amiga-based).
* Looping once again works.
* Namco System 22 games work again (Prop Cycle, etc).
* Chimera Beast is now consistently playable.
* The Eolith games now work.
* The Sega System32 games work again.
* The Beatmania games now render normally.
* Mortal Kombat 2/3 once more have working sound.
* Games that use a 68k CPU once again work consistently.
て「 Fixed various compiler warnings under gcc. [Alex Eddy]
て「 Changes to better deal with MAME core changes. [Alex Eddy]
て「 Mouse input now works when no joystick is present (was broken in the 0.88 beta). [Alex Eddy]
て「 MacMAME now defaults to using the OpenGL plugin and no interlaced blitting. [Alex Eddy]
て「 MacMAME no longer pauses unnecessarily when starting a game (broken in 0.88 beta). [Alex Eddy]

0.88u4 beta 1 - 23 November 2004

て「 Updated to Win32 MAME 0.88u4.
て「 Many fixes and improvements to the OpenGL blitter and other video-related things. [Alex Eddy]
て「 Overhauled joystick support. Joysticks are now mapped and configured directly inside MAME. You will probably need to remap your joystick controls with this version to work the way you want - no 2 joysticks are created equal.
て「 Fixed "Move to Trash" contextual menu command.
て「 More changes to better support localized versions of MacMAME.
て「 Fixed loading of language and cheat files.
て「 Warning dialogs from the MAME core no longer truncate after 255 characters - they can display quite a bit more information now.

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Thanks Brad much appreciated.

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Thanks Brad and arekkusu!

Quote:
FYI to whoever maintains the wiki now: I don't have permission to edit the main page, so I couldn't create a new page for 0.96 bug reports. Can that be fixed?
That would be Mahuti.

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WOOT! I'm third in the post. I feel important!

I can't say enough for all of you that dedicate your time to the MAME and MacMAME projects. You don't know how important and appreciated your work is, not only to the people that frequent the Emuversal Bulletin Boards, but to all of those that have had any experience with MAME / MacMAME in the past, and for all of those that will discover it in the future.

In short, if it's not too late for that already ... Thank you!

- Integra

2001 PBG3 500 / 384 / 10.3.8

Actually, a brief question ... was XCode 2 used for any of 0.96? If so, do you see some improvements in XCode 2 that will make it easier for future releases of MacMAME?

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Brad uses only CodeWorrier, pay attention ;-)

PS: the Model 3 games are fully playable[1] on the PC, so if all they show is black (as was implied on the list) keep working ;-)

[1] I didn't say they ran at playable *speeds*, mind you.

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This nearly tops the release of Tiger wink

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Thanx, I'll have a look at it immediately! wink

Oh, and yes, I am shocked...

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Quote:
Originally posted by Integra:
Actually, a brief question ... was XCode 2 used for any of 0.96? If so, do you see some improvements in XCode 2 that will make it easier for future releases of MacMAME?
I haven't built it yet with Xcode 2, only 1.5. However, the optimizer is supposed to be, in theory, much better with Xcode 2. It may even compile faster, which would be a big deal for me.

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Quote:
Originally posted by R. Belmont:
PS: the Model 3 games are fully playable[1] on the PC, so if all they show is black (as was implied on the list) keep working ;-)
How long is a reasonable wait on a modern PC before *something* appears? (And what is that something?)

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Truth is stranger than fiction. Thanks Brad!

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On my 3.1 GHz P4 on Scud Race there's about a 5 second blank screen followed by a text screen, then a few 2D splash screens, then full textured 3D with filtering and perspective correction. (At that point I'm getting about 3 FPS, but Scud Race actually has an internal frame rate compensator so it moves at normal speed, just *extremely* choppily).

Not all the games work - in particular the Step 2.x ones generally don't. But Scud Race is known to be working and graphically complete.

I can try to take a look at it on my Mini if someone posts a new Xcode project - one problem we had on the PC is that it's possible to get the instructions to decode right while the program ROMs are still mapped in the wrong order (so byte and word-wide accesses go wrong and it doesn't boot despite loooking OK in the debugger).

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2 things, moved the bug reports to its own section

Made you (Brad) an admin, so you can now edit the wiki home page. (it's locked to make it less attractive to spammers.


-Mahuti

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Quote:
Originally posted by R. Belmont:
I can try to take a look at it on my Mini if someone posts a new Xcode project
Current Xcode projects are in the Mac source drop on macmame.org.

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Well, shoot. Now I actually have to update MacMAME.net again. wink


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Quote:
Originally posted by Integra:
Actually, a brief question ... was XCode 2 used for any of 0.96? If so, do you see some improvements in XCode 2 that will make it easier for future releases of MacMAME?
A semi-related follow-up question to this original one I had earlier ... does anyone know what Apple uses to create / program / develop their operating system?

Thank you.

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- Startup time is really long : 50" of spinning beach ball !
- Handling of images files (any kind : /screenshots/cabinet/flyer/title/control/ ...) is screwed when you go thru the list of games and pictures.

- Language file (default.lng) is not loaded by default at startup. Loading the file manually works though.
- Hitting the "load language file" button opens the "Categories" folder instead of "misc supported files" folder.

- Almost forgot : Thanks for the release !


Wiki filled.

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Brad, have you improve support for localized versions ? Just asking... :rolleyes:

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GREAT Brad! I'm very happy for this surprise!! eek laugh

The What's New for 0.96:

Quote:
0.96
----

IMPORTANT: As of MAME 0.96, the source code license has changed.
Please see the new file license.txt for details. The new license
is based off the BSD license, with additional prohibitions against
commercial usage. See http://mamedev.com for additional details.


Changes
-------
Added step in/out support to TMS34010 disassembler. [Aaron Giles]

Added explanation that left/right joystick wiggle works on "OK"
screens. [Aaron Giles]

Fixed -dual_lightguns option. [Jonathan Lunman]

Hooked up Pocket Gal Deluxe bootleg graphics ROMs. [David Haywood]

Removed abort() calls from v60 CPU driver. [Brad Oliver]

Fixed collision detection in bioatack, added missing RAM to the
Taito SJ memory map. [Peter Sealy]

Decrypted Calorie Kun, and cleaned up sega Z80 encryption code.
[Nicola Salmoria]

Some improvements to Dream World. [David Haywood]

Fixed implementation of memory_get_op_ptr(). [Nathan Woods]

Fixed coin inputs and dip-switches in joinem. [Pierpaolo Prazzoli]

Fixed problem with beatmania games on the Mac. [Brad Oliver]

Updated Vendetta chip frequencies to match real PCB. [Mamesick]

Some improvements to Turbo Sub. [Philip Bennett]

Fixed endianness problems in the Sega System 32 games ROM loading.
[Brad Oliver]

A number of ST-V improvements [Angelo Salese]
* Fixed a DSP bug which was causing Treasure Hunt to hang. The game
is working but with graphics artifacts because of other DSP bugs...
* Added the possibility on the VDP1 to double the horizontal
resolution under some circumstances.This affects Astra Super Stars,
Virtual Mahjong & Virtual Mahjong 2.
* Removed the Baku Baku Animal hack since it's not needed anymore
(dunno when this was fixed).
* Fixed a bug in the A-Bus protection handling for games which have
rom data mapped here.
* Made some small fixes to the SCU.
* Added a quick hack to avoid the sound reading "hang",disabled
by default.
* There's also some WIP code for the protection in astrass & ffreveng.

Fixed endianness problems in the Eolith games. [Brad Oliver]

Fixed graphics in Joyful Road. [QWERTY]


New games added or promoted from NOT_WORKING status
---------------------------------------------------
X the Ball [Aaron Giles]
Torus [Pierpaolo Prazzoli]
Pocket Gal Deluxe [Bryan McPhail]
Boogie Wings [Bryan McPhail]
Rohga Armour Force [Bryan McPhail]
Schmeiser Robo [Bryan McPhail]
Treasure Hunt [Angelo Salese]
Pro Mahjong Kiwame S [Angelo Salese]


New clones added
----------------
Slick Shot (V1.6) [Aaron Giles]
Rong Rong (Europe) [Pierpaolo Prazzoli]
Golden Tee 3D Golf Tournament (v2.11) [Brian Troha]
Survival Arts (World) [Brian Troha]
Progressive Music Trivia (Question set 2) [Pierpaolo Prazzoli]
Rave Racer (Rev. RV1, Japan)
Ridge Racer (Rev. RR2, World)
Ridge Racer 2 (Rev. RRS2, US)
Ridge Racer 2 (Rev. RRS1, Ver.B, Japan)
Atomic Punk (US) [Brian Troha]
Lup Lup Puzzle (version 2.9 / 990108) [Brian Troha]


New games marked as GAME_NOT_WORKING
------------------------------------
Double Wings [Bryan McPhail]
Lock-On [Philip Bennett]

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I just tried Gain Ground and I get a black screen. I can hit tab and quit but not much else. It worked on arekkusu's recent build.

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Quote:
Originally posted by Marc Mame:
- Startup time is really long : 50" of spinning beach ball !
Are all of your ROM sets merged? What speed Mac is this? I made some changes to weed out missing clones which could affect the startup times, but it's only a few seconds worse on my G5.

Quote:
- Handling of images files (any kind : /screenshots/cabinet/flyer/title/control/ ...) is screwed when you go thru the list of games and pictures.
Screwed how? They have sex with your home directory? wink I tested this here just now, and it works as expected.

Quote:
- Language file (default.lng) is not loaded by default at startup. Loading the file manually works though.
- Hitting the "load language file" button opens the "Categories" folder instead of "misc supported files" folder.
Are you sure? These both work like expected for me. Are you using the build I posted or one you made yourself? Also, what does the pathname look like? Any funny characters?

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Quote:
Originally posted by Marc Mame:
Brad, have you improve support for localized versions ?
Yes. Just answering. wink

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Quote:
Originally posted by Bakasama:
I just tried Gain Ground and I get a black screen. I can hit tab and quit but not much else. It worked on arekkusu's recent build.
Yes, my bad. I fixed it here for the inevitable 0.96a. :-)

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Quote:
Originally posted by Integra:
A semi-related follow-up question to this original one I had earlier ... does anyone know what Apple uses to create / program / develop their operating system?
Kent might be able to say, but it's my understanding that most of OSX is built with gcc 3.3, with new parts using 4.0. I don't know if CodeWarrior is used any more - I think they're eating their own dog food now. smile

I did hear conflicting reports that Apple uses CVS or Perforce for version control. I'd be curious to know which it is - I'd be a little surprised if it was CVS.

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Quote:
Originally posted by R. Belmont:
On my 3.1 GHz P4 on Scud Race there's about a 5 second blank screen followed by a text screen, then a few 2D splash screens, then full textured 3D with filtering and perspective correction.
OK, I was testing against vf3, which I guess is a dud. Scud Race does give me some totally garbled text (2 different screens worth) then appears to reset itself over and over. I bet your guess about bungled byte/word reads is right on the money - everything looks good in the debugger.

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Shocked? No, I've learned to be patient and wait for the next one.

Thank you, thank you, thank you, thank you, thank you!


This is only a practice life.
Your real life starts in 15 minutes.
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I have fully merged ROM sets, and the new MacMAME takes its time to start up for me, too. Also, the new code for getting rid of virtual clones from the list if it can't find any clone-specific ROMs makes it hide some games when it shouldn't (e.g. galpanib "Gals Panic (set 2)" won't show up unless I actually create an empty zip file for it).

Would it be possible to have an option to restore the previous behaviour? Or if I don't mind getting my hands dirty with Xcode, how can I hack the code to restore the previous behaviour myself? Just some pointers in the right direction, I don't need a step by step guide.

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Quote:
Originally posted by Vas Crabb:
I have fully merged ROM sets, and the new MacMAME takes its time to start up for me, too. Also, the new code for getting rid of virtual clones from the list if it can't find any clone-specific ROMs makes it hide some games when it shouldn't (e.g. galpanib "Gals Panic (set 2)" won't show up unless I actually create an empty zip file for it).
Meh. I'll just remove it. The bug it fixed in the ROM audits wasn't that big a deal anyway. I can revisit this properly for the front-end rewrite.

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Shocked? Brad, if I woke up tomorrow with my head sewn to the carpet I wouldn't be more shocked than I am right now. wink

As always, thanks for the hard work.

Since I haven't seen anyone ask the obligatory, "Does MacMAME run faster/better in Tiger" question yet... whoops. wink

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Quote:
Originally posted by patmcfar8:
Shocked? Brad, if I woke up tomorrow with my head sewn to the carpet I wouldn't be more shocked than I am right now. wink
You do live in Reno, so I'm not sure if that's shocking or not. wink

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Ahh, so you've been here. wink Well if you ever come back, beer's on me. Not literally of course...

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While trying to build the xcode projects, I get the following error at link time:

Quote:
cd /Applications/Emulation/MacMAME/Source
setenv MACOSX_DEPLOYMENT_TARGET 10.2
/usr/bin/g++-4.0 -o /Applications/Emulation/MacMAME/Source/build/MacMAME.app/Contents/MacOS/MacMAME -L/Applications/Emulation/MacMAME/Source/build -Lmacintosh/Source "-Lmacintosh/Source/HID Utilities" -F/Applications/Emulation/MacMAME/Source/build -filelist "/Applications/Emulation/MacMAME/Source/build/MacMAME.build/MacMAME debug.build/Objects-normal/ppc/MacMAME.LinkFileList" -lz.1 -framework Carbon -framework QuickTime -framework OpenGL -framework AGL -framework IOKit -lmachine_macho -lmacblitters -ldrivers_macho -lvidhrdw_macho -lHIDUtilities -lWASTE -lsndhrdw_macho -arch ppc -multiply_defined warning -Wl,-dead_strip
/usr/bin/ld: table of contents for archive: macintosh/Source/HID Utilities/libHIDUtilities.a is out of date; rerun ranlib(1) (can't load from it)
/usr/bin/ld: warning multiple definitions of symbol _sqrtf
/Applications/Emulation/MacMAME/Source/build/MacMAME.build/MacMAME debug.build/Objects-normal/ppc/macutils.o private external definition of _sqrtf in section (__TEXT,__text)
/usr/lib/gcc/powerpc-apple-darwin8/4.0.0/../../../libmx.dylib(single module) definition of _sqrtf
collect2: ld returned 1 exit status
/usr/bin/ld: table of contents for archive: macintosh/Source/HID Utilities/libHIDUtilities.a is out of date; rerun ranlib(1) (can't load from it)
collect2: ld returned 1 exit status
I tried "ranlib libHIDUtilities.a" but that doesn't seem to help.

Does anybody know how to correct this?

Oh, and thanks for the release Brad smile

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Woo hoo! Awesome, Brad!

I will take a closer look this weekend. smile

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Quote:
Originally posted by Carbon:
I tried "ranlib libHIDUtilities.a" but that doesn't seem to help.
Hmm, that's weird. When I get that error, ranlib usually does the trick. You might want to try copying the 2 libraries from a prior release that you know builds OK for you.

I gather also that you're building on 10.2.x not 10.3.x, right? I can't say that I've tested that.

Edit: wait, I see now that you're actually building under 10.4 with Xcode 2. That is also untested.

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Weird, I tried running ranlib a second time and this time it worked.

I had to correct a minor error in the xcode project: the file 'es8712.c' is included but was not checked in the target.

Now I have a nice gcc4 optimized build of MacMAME smile

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Quote:
Originally posted by Brad Oliver:
Meh. I'll just remove it. The bug it fixed in the ROM audits wasn't that big a deal anyway. I can revisit this properly for the front-end rewrite.
A front-end rewrite! Groovy baby! laugh

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Quote:
Originally posted by Carbon:
Now I have a nice gcc4 optimized build of MacMAME smile
Nice! Can you tell if the compile speed for gcc4 and MacMAME is better than with gcc3? If you do any performance analysis, let us know as well.

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Quote:
Originally posted by Brad Oliver:
Are all of your ROM sets merged?
Yes, all of them.

Quote:
What speed Mac is this?
G4 MDD 2x1.25GHz 1GB ram 10.3.9


Quote:
Screwed how? They have sex with your home directory? wink I tested this here just now, and it works as expected.
Hope not ! :bubble:
Here's what I do to make it happen :
- First game selected at startup shows [every kind of] pictures fine.
- Scroll down the games list using "down arrow"
- Select different type of picture (ie : Flyers)
- scroll up the games list again using "up arrow"
- Reselect screenshot pictures : "picture not available" !
- From there, any game you choose can't display any pictures but marquees only. Weird... confused


Quote:
- Language file (default.lng) is not loaded by default at startup. Loading the file manually works though.
Quote:
Are you sure? These both work like expected for me.
Yes. Tried it 4 times and even reboot the Mac once.

Quote:
Are you using the build I posted ?
Yes I am.

Quote:
Also, what does the pathname look like? Any funny characters?
Can't remember for sure (@work now) but no funny characters.
Something like ~/marc/documents/macmame/misc supported files
I should point out that every folders in my home/documents/macmame directory are aliases with path :
OS 9/macmame/macmame base/misc supported files

One thing I haven't tried yet is trashing the prefs files.

Quote:
- Hitting the "load language file" button opens the "Categories" folder instead of "misc supported files" folder.
What about that ?

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Quote:
Originally posted by Brad Oliver:
Quote:
Originally posted by Marc Mame:
[b] Brad, have you improve support for localized versions ?
Yes. Just answering. wink [/b]
Nice !
Are we close to a multilanguage MacMAME app ?

Have you extracted the contexual menu strings from the source ?

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Hey, Brad DA MAN. Thanks so much for all your work!

On a minor note, I saw that you still did not implement the GUI to create the info.xml that pretty much all command line versions are able to create (or I could not find it). In a previous thread you said that the engine is already in place, and that you might have a look. I hope you just forgot, instead of simply disregarding my wish ^_^

Any plans to have it on a future version?

PS: To those wondering, info.xml is a standard file listing all roms, rom sets, checksums, samples and everything that some 3rd party auditing tools need to know what version of Mame they should be checking against, such as AdvanceScan (a command-line app available for Mac OS X) or ClrMamePro.

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Thanks again Brad.
This update should keep the lamers happy for the next 27 hours...

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In Sol Divide, the sprites don't appear at all when fighting the very last boss. Only the background and status is visible. I don't know if this happened in previous versions - it's the first time I got that far. Does this happen on the PC, too? It's not listed as a bug in the MAMEinfo file.

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Quote:
Nice! Can you tell if the compile speed for gcc4 and MacMAME is better than with gcc3? If you do any performance analysis, let us know as well.
It's a lot faster (and Xcode 2 seems much nicer, too). Normally when I launched an Xcode build of MacMAME, I went away having a couple of beers. This time I happened to only briefly check the newspaper and to my shock (a lot of shocking news lately smile ), the build was already done when I returned to my computer (a 1 GHz Titanium Powerbook).

I will try to compare the execution speed of the 2 builds later.

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The Sega Model 1 stuff (Virtua Fighter, Star Wars, ...) seems to average about 95% performance on this machine. It'd be great if Xcode could boost that a little smile

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It seems that assembler cores aren't used anymore in the official MacMAME build? I didn't see this mentioned anywhere. That's too bad for all of us with older macs frown

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uh, according to Brad Oliver, the assembler cores aren't going away anytime soon. It just the xcode version of MacMAME can't use the assembler cores.

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Hmm... Some of the 68k games feel much slower than with older versions. They seem about as fast as in the unofficial XCode version.

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Which games? The Sega 68k games have much more accurate audio and video emulation now and will need more power than before, and there are others.

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Hi Brad,

Thanks for porting that new version of MacMAME!

However, I did find a couple of issues yesterday: 1. The "Save replay" option makes MacMAME 0.96 crash.
2. I'm using an PS2/N64 adaptor and, somehow, the up and left directions for the Dual Shock d-pad are reversed. Fortunately, mapping for the Dual Shock left joystick is fine (haven't tried the right stick yet...).

I have an 800 MHz iBook running Panther and MacMAME loads very fast, which is a good thing. smile

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Quote:
Originally posted by wec:
Hmm... Some of the 68k games feel much slower than with older versions. They seem about as fast as in the unofficial XCode version.
If emulation accuracy is not an issue, then use an earlier version of MacMAME for the likes of Out Run et al. smile

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Anyone have try to compile with codewarrior 9.4+xcode 2? Any problem? I ask because don't install Tiger (groooar...) before i'm sure to don't have probs for compile MacMame...

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Quote:
Originally posted by Marc Mame:
- Startup time is really long : 50" of spinning beach ball !
I have that same problem too. It seems to take a while for the MacMAME to show up.

I didn't notice this before because i was busy doing other stuff. MacMAME .95 doesn't have that problem.

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Quote:
Originally posted by Marc Mame:
Quote:
[b]- Hitting the "load language file" button opens the "Categories" folder instead of "misc supported files" folder.
What about that ? [/b]
It works for me. I bet this is a problem with aliases, similar to what you're encountering with the MacMAME "root" directory alias - I'll test it out here.

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Quote:
Originally posted by Marc Mame:
Have you extracted the contexual menu strings from the source ?
No, I forgot about those. Keep posting these things to the bug Wiki when you notice them and I'll get them. I can say for sure that I check the Wiki bug pages before each release to make sure I've got everything. If it's minor (to me at least) and it's mentioned somewhere else, I have a bad habit of forgetting about it. smile

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Quote:
Originally posted by elmimmo:
On a minor note, I saw that you still did not implement the GUI to create the info.xml that pretty much all command line versions are able to create (or I could not find it). In a previous thread you said that the engine is already in place, and that you might have a look. I hope you just forgot, instead of simply disregarding my wish ^_^
Yeah, I forgot. It's a piece of cake to add, I just need to remember. If you'd do me the favor of mentioning this in the bug page on the Wiki for 0.96, I'll definitely get it fixed for 0.96a (or u1, whichever comes first).

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Quote:
Originally posted by wec:
It seems that assembler cores aren't used anymore in the official MacMAME build? I didn't see this mentioned anywhere.
That's because the official builds still uses the assembler cores. wink

There are some exceptions - the 68020 games and the Sega games (and a handful of others) use the C 68k core for compatibility reasons. I haven't had time to go and address all the issues with the PPC 68k core yet - I'm barely keeping up with the endian bugs in the MAME core at this point. wink

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Quote:
Originally posted by Lady Jaye:
2. I'm using an PS2/N64 adaptor and, somehow, the up and left directions for the Dual Shock d-pad are reversed. Fortunately, mapping for the Dual Shock left joystick is fine (haven't tried the right stick yet...)
Generally, I wouldn't consider this a bug. MacMAME attempts to match up joystick controls based on what the HID device reports. Some devices report really strange things - the iShock 2, for example, reports the second thumbstick axes as a z-axis and rotation axis, for example. You can manually remap these inside MAME, so it's not a huge deal once you've done it.

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Quote:
Originally posted by Brad Oliver:
I bet this is a problem with aliases, similar to what you're encountering with the MacMAME "root" directory alias - I'll test it out here.
You must be right about this.
Since 0.96, MacMAME writes .cfg files (default and games) inside my screenshots folder. eek
I've checked every aliases, trashed prefs, repaired permissions with no success.
Even History database doesn't show up.
Something must be wrong with aliases...

Edit: In fact there are .cfg files in almost every MacMAME folders. MacMAME must choose a different one on each start. confused

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WOO HOO! 0.96 has fixed the "Timeout on response from sound section" error in NBA Hangtime. Thanks Brad! smile

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It's been a good week - First Tiger, then MacMAME 0.96 smile Thanks Brad!

Playtesting some of my old favorites, I can't seem to get Moon Patrol's sound to work. Anybody else have the same issue, or 'tis it a bug?

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Couple differences I noticed between the unofficial MacMAME 0.95 and the official 0.96 by Brad:
-Dragon Spirit (the parent) crashes the emulator in 0.96. The clone (older version) works fine.
-Virtua Racing had more correct graphics in 0.95 (i.e. pavement; pit crew)- in 0.96 they're back to the "car is sitting still on blue sky" stuff.
-Pac-Mania is a wee bit faster in 0.96, which is good. Same with Puzzle Bobble 4. But Primal Rage and Power Drift feel slower.

Good to see this project is not dead, though!

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Quote:
Originally posted by Marc Mame:
Edit: In fact there are .cfg files in almost every MacMAME folders. MacMAME must choose a different one on each start. confused
It's actually returning the wrong directory info when it fails to resolve an alias. I've just fixed it for 0.96a/u1. This should take care of all your problems and make the "MacMAME" folder alias-able too.

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Quote:
Originally posted by Speedy Boris:
-Dragon Spirit (the parent) crashes the emulator in 0.96. The clone (older version) works fine.
Good catch. This was a stupid bug on my part, fixed for 0.96a.

Quote:
-Virtua Racing had more correct graphics in 0.95 (i.e. pavement; pit crew)- in 0.96 they're back to the "car is sitting still on blue sky" stuff.
I'm not going to worry about this until the driver becomes playable.

Quote:
-Pac-Mania is a wee bit faster in 0.96, which is good. Same with Puzzle Bobble 4. But Primal Rage and Power Drift feel slower.
I benchmarked Primal Rage in MacMAME 0.96 using both the CW and gcc builds. The CW build is roughly ~10fps faster than the gcc build for 0.96. However, my benchmarks show that the CW build is roughly identical in speed to the gcc 0.95 build, so the slowdown is probably not Mac-related.

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Quote:
Originally posted by WarTribble:
Playtesting some of my old favorites, I can't seem to get Moon Patrol's sound to work. Anybody else have the same issue, or 'tis it a bug?
It's a bug - good catch. I'll have this fixed for 0.96a.

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Quote:
Originally posted by Lady Jaye:
However, I did find a couple of issues yesterday: 1. The "Save replay" option makes MacMAME 0.96 crash.
Wow, this has actually been broken for some time and no one has reported it. I've fixed it for 0.96a.

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Yet another bug report. Altered Beast has no sound.

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Quote:
Originally posted by Bakasama:
Yet another bug report. Altered Beast has no sound.
It does for me. Which variant are you playing?

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Well, I was using set 2 then I realized I goofed. That set doesn't have sound. oops

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-Little OT-

The Codewarrior 9.5 update is out smile

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0.96u1 is out and most of the fixes sounds VERY good for us, Mac users. Thanks again Brad & co smile

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Quote:
Originally posted by dKwZ:
0.96u1 is out
Where is it available? I don't see it on the macmame.org page for download -- or are you referring to the PC version?

I'm quite excited to get ahold of it as it sounds like there's a lot of nice bugfixes in there.

Thanks for all the efforts Brad and co!


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I don't think MacMAME 0.96u1 is even out. I know Brad is working on MacMAME 0.96a to fix several bugs.

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The what's new for 0.96u1

0.96u1
------


MAMETesters Bugs Fixed
----------------------
pinbo095u6yel
demndrgn095u6gra
gorf095gre
gorf095u5gre
cabal095gre
starlstr095u2gra
roldfrog095ora


Source Changes
--------------
Added ADPCM utilities to OKIM6295.c and used those to hook up sound
once again in the Seibu games. [Aaron Giles]

Fixed PPC assembly code in the TMS99xx core. [Brad Oliver]

Fixed ADC overflow condition in ADC083x code. [smf]

Fixed big endian issues in Namco System 22 driver. [Brad Oliver]

Fixed DIP switches for Schmeiser Robo. [Brian Troha]

Fixed DIP switches for Sky Kid. [Brian Troha]

Fixed big endian issues in the Arcadia driver. [Brad Oliver]

Fixed big endian issues in the Model 3 driver, the old debugger,
and the PPC core. [Brad Oliver]

Added decryption for Gardia and Space Position. [Nicola Salmoria]

Fixed big endian issues in Return of Lady Frog. [Brad Oliver]

Fixed big endian issues in Seibu SPI flash code. [Brad Oliver]

Fixed big endian issues in Namco System FL driver. [Brad Oliver]

Fixed big endian issues in SemiCom games. [Brad Oliver]

Added dynamic recompiler for PowerPC cores. [Ville Linde]

Fixed graphic banking in dietgo. [Bryan McPhail]

Fixed dipswitches in popbingo and cleaned up dooyong.c driver.
[Sonikos]


New games added or promoted from NOT_WORKING status
---------------------------------------------------
Mahjong Block Jongbou (Japan) [David Haywood]
Space Position [David Haywood, Nicola Salmoria]
Gardia [Nicola Salmoria]


New clones added
----------------
Raiden Fighters 2 (Tuning License) [Brian Troha]
Burning Rival (World) [David Haywood]
Martial Champion (Asia ver AAA) [Gerald Coy]
Kickle Cubele [Avedis Boyajian]

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What's your source for MAME news ?

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This is the official MAME developers site.

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Quote:
Originally posted by seanraaron:
Quote:
Originally posted by dKwZ:
[b] 0.96u1 is out
Where is it available? I don't see it on the macmame.org page for download -- or are you referring to the PC version?[/b]
I'm not done packaging up the Mac release yet, but it'll be ready shortly. Most of the Mac fixes in 0.96u1 were actually in the Mac 0.96 release.

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Thanks Brand and MacMAME dev...

(standing ovation)


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This is good. Many thanks!

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