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Joined: Jul 2000
Posts: 497
MacMAME Author
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MacMAME Author
Joined: Jul 2000
Posts: 497 |
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.
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Joined: Feb 2004
Posts: 2,651 Likes: 371
Very Senior Member
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Very Senior Member
Joined: Feb 2004
Posts: 2,651 Likes: 371 |
Originally posted by Brad Oliver: Originally posted by Vas Crabb: [b] 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.
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Joined: Jul 2000
Posts: 497
MacMAME Author
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MacMAME Author
Joined: Jul 2000
Posts: 497 |
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. 
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Joined: Jul 2000
Posts: 497
MacMAME Author
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MacMAME Author
Joined: Jul 2000
Posts: 497 |
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.
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Joined: Jul 2000
Posts: 497
MacMAME Author
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MacMAME Author
Joined: Jul 2000
Posts: 497 |
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. 
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Joined: Feb 2004
Posts: 317
Senior Member
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Senior Member
Joined: Feb 2004
Posts: 317 |
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? Originally posted by Brad Oliver: 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
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Joined: Feb 2004
Posts: 317
Senior Member
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Senior Member
Joined: Feb 2004
Posts: 317 |
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?)
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Joined: Jul 2000
Posts: 497
MacMAME Author
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MacMAME Author
Joined: Jul 2000
Posts: 497 |
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.
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Joined: Jul 2000
Posts: 497
MacMAME Author
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MacMAME Author
Joined: Jul 2000
Posts: 497 |
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.
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Joined: Feb 2004
Posts: 317
Senior Member
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Senior Member
Joined: Feb 2004
Posts: 317 |
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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