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#19250 09/24/04 08:04 AM
Joined: Jul 2000
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MacMAME Author
MacMAME Author
Joined: Jul 2000
Posts: 497
Quote
Originally posted by Maxe'WarAxe'Freeman:
So, no possible control key change?
What are you asking? If it'll ever be possible or if I'll fix the crashing bug? Yes to both. Just be patient.

#19251 09/24/04 08:22 AM
Joined: Feb 2004
Posts: 2,651
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Quote
Originally posted by Brad Oliver:
Quote
Originally posted by Vas Crabb:
[b]
Quote
Originally posted by DarkSabre:
[b]Has there been any progress regarding running the likes of Bubble Bobble 2 in future builds of MacMAME?
This appears to be caused by the same bug that causes all games with analog inputs to crash. [/b]
I believe he's referring to the longstanding issue with the PPC 68020 cores causing crashes on some of the Taito F3 system games. There's no progress on that. I have fixed the input crashing bug, however. [/b]
It is possible to play Bubble Bobble 2 using MacMAME 0.84 Xcode, though.

#19252 09/24/04 08:51 AM
Joined: Jul 2000
Posts: 497
MacMAME Author
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Posts: 497
Quote
Originally posted by Richard Bannister:
...as do Carnevil and the NFL Blitz games.
-R
OK, if the stack backtrace for the crash doesn't end with mac_joy_is_pressed(), then I'm interested in hearing about crashes. Otherwise, not so much. smile

#19253 09/24/04 08:53 AM
Joined: Jul 2000
Posts: 497
MacMAME Author
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Quote
Originally posted by Vas Crabb:
It is possible to play Bubble Bobble 2 using MacMAME 0.84 Xcode, though.
Yes, because it uses the slower C version of the 68020 core.

#19254 09/24/04 08:59 AM
Joined: Jul 2000
Posts: 497
MacMAME Author
MacMAME Author
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Posts: 497
Quote
Originally posted by arekkusu:
F4 crash:
Thread 0 Crashed:
0 org.macmame.macmame 0x0009c240 fillbitmap + 0x20
Can you give me a little more info please? I tried hitting F4 just now in a variety of games, and MacMAME didn't crash. This leads me to believe it's specific to a certain subsection of games, but with 5000 to choose from, it could be a while before I discover which ones. wink

#19255 09/24/04 09:17 AM
Joined: Feb 2004
Posts: 317
A
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Quote
Originally posted by Brad Oliver:
I tried hitting F4 just now in a variety of games, and MacMAME didn't crash.
Happens in the CW 0.87 release just going down the list-- '88 Games, 005, 1943...

Doesn't happen in the 0.87 Xcode build I made, though. Compiler bug?


Quote
Originally posted by Brad Oliver:
Quote
Originally posted by Vas Crabb:
[b] It is possible to play Bubble Bobble 2 using MacMAME 0.84 Xcode, though.
Yes, because it uses the slower C version of the 68020 core. [/b]
Of course it's highly desirable to keep the assembly core, but maybe running slowly is better than not working? :p

#19256 09/24/04 09:31 AM
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Quote
Originally posted by Richard Bannister:
Wedding Rhapsody runs at 63% of actual speed in Brad's 0.87 compile. In my optimized compile, I get 77% of actual speed.
And (now that I know to put the CHD at the root of the disk) on my 1.25GHz PowerBook I get 61%, 36fps in the CW 0.87 release and 68%, 41fps in my Xcode 0.87 build. This is with fskp 0 during the first weddingr animated sequence with music after startup.

Now that both builds are using usleep() we can do some comparisons between the speed of the asm and C cores (PSX core is C in both cases, right?)

#19257 09/24/04 09:38 AM
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Posts: 497
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Quote
Originally posted by arekkusu:
Now that both builds are using usleep() we can do some comparisons between the speed of the asm and C cores (PSX core is C in both cases, right?)
Why does usleep matter? I'm able to benchmark the C vs. PPC cores regardless. Yes, the PSX is C for both builds.

#19258 09/24/04 09:40 AM
Joined: Jul 2000
Posts: 497
MacMAME Author
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Posts: 497
Quote
Originally posted by arekkusu:
Doesn't happen in the 0.87 Xcode build I made, though. Compiler bug?
It seems likely - it doesn't happen in my CW debug builds.

#19259 09/24/04 09:44 AM
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Most games run at full fps on my hardware; without usleep MAME would always sample at 99% in Shark so it was hard to compare. Now it's a bit more even... I'll look at some games with asm cores.

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