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#17001 06/14/05 03:11 AM
Joined: May 2005
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Joined: May 2005
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Quote:
Originally posted by Brad Oliver:
Quote:
Originally posted by hatoncat:
[b]I'll be happy to compile MacMAME in Xcode for years to come, but when it comes to playing that high-end Model 2 (and soon Model 3) game that gives even today's games a run for their money.... it's off to Windows I will be happily going.
I'm curious why that would be. Performance of MacMAME on an x86 Mac will be roughly equivalent to a PC with similar hardware. The only reason I can imagine for wanting to boot Windows to play MAME would be the UI. I admit that MacMAME's UI hasn't aged gracefully (which is something I'm actively working to address), but I'd like to think it's not _that_ hideous. ;-) [/b]
Well, if you're able to get full parity with Win32/source going, then that would be great, since it would have full compatibility... no more "Mac can't even emulate as well as Windows"...

And, on a personal note, I'm a huge fan of the UI in MacMAME, I'd love to see a MAME32 interface that looks as nice as it does. It's simple, and it's organized.

#17002 06/14/05 03:58 AM
Joined: Sep 2000
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The big drawback for me is that it won't run small enough for my arcade machine. The interface is great. Except it won't work on my actual arcade monitor, or on my TV.


-Mahuti

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localarcade.com
#17003 06/14/05 05:21 AM
Joined: Jul 2000
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Quote:
Originally posted by mahuti:
The big drawback for me is that it won't run small enough for my arcade machine. The interface is great. Except it won't work on my actual arcade monitor, or on my TV.
You need something that can shrink down to around 640x480 or somewhat less, right? I'm definitely keeping this in mind - I think the new MacMAME interface should scale well.

#17004 06/14/05 10:00 PM
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The TV monitors need 640 x 480, and the arcade monitors *may* require as low as 320 x 240, though a series of new arcade monitors can use multiple resoutions as high as 800 x 600.


-Mahuti

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localarcade.com
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