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Joined: Jan 2007
Posts: 15
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Phil,
I just cannot for the life of me figure out what the video switches do.
Say a game like XEVIOUS, it's either in a tiny box in the center of my screen or with no aspect on it's streched out of proportion.
How do I get it to go from the top to the bottom of the screen and scale correctly in the width?
I prefer ps3videomode 3.
And before I talked about wanting to use the analog stick on a game, XEVIOUS would be a game where I would like that to work to control the ship.
Also, much easier testing since i bought an External USB DVD+-RW to dedicate to the linux side.
Also, is the SIXAXIS supposed to work wirelessly with your CD? All i can ever get to work is when its plugged into the PS3 with the USB cable.
Zep--
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Joined: Mar 2001
Posts: 17,258 Likes: 267
Very Senior Member
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Very Senior Member
Joined: Mar 2001
Posts: 17,258 Likes: 267 |
Xevious did not have analog control in the arcade so MAME cannot give it to it.
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Joined: Jan 2007
Posts: 23
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ZEP--: No, I have not figured out wireless sixaxis yet, haven't explored much. So you should use a USB cable(s) for now. Wireless-sixaxis may use a bluetooth-style serial-port interface, but I've not messed with that much. A default video mode can be set for the front-end (& subsequently sdl mame) by changing the file $ROOT/mame/ps3video.cfg (where $ROOT is the base of your copied cd-image directory- set the file content before you do the mkisofs step). I supplied a default value of 2, but setting to 3 should work fine? I'll give 3 a try during the next burn iteration, just to ensure veracity. With respect to command line options: -nokeepaspect vs. -aspect_ratio 16x9... I am uncertain as to how to scale in software- is there a good command-line option already in existence? I'll drop it in the front-end if so. A varient of the '-nokeepaspect' logic could do the trick?.. I've not perused that code yet. Kicking to a lower resolution works acceptably for me, but I recognize such could be more optimal. (Fwiw, ps3's ridge racer 7 contains a 'xevious' mini-game during bootstrap - very cool! Ridge racer 7 makes buying a force-feedback driving wheel controller worth it. I'm not a 'new-gamer' by nature, but the ps3 driving games are amazing. I hope to get driving wheel (pole position, spy hunter), trackball (centipede, milli), and x-arcade stick controllers working- if I can figure the issues.) I'll be shifting back into 'development mode' over the next few days, so I'll be more active in the short-run. BRUCE C: nice, thanks for sharing results. I'll parse them more thoroughly soon, my head is filled w/ other crud right now. I'm not familiar w/ the cell SPE capabilities; got a good white-paper link/reference to read? Probably can find it if I look- but if you might spare me some search time, that'd be nice. My past experience w/ 'exotic' processor benchmarking ('toaster 3', intel castine, etc.) is that (at the time) the benchmarks had to be tailored to physical processor constraints. It was necessary to go down to the assembly/risc/microcode-language level to pump out all the performance, and there were lots of 'weird' rules that had to be observed. These were pipelined architectures which could choke badly if instruction scheduling was not perfect. Due to NDAs that I signed, I likely should shut my mouth now, but fwiw  Happy Friday! Phil
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Joined: Feb 2007
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FWIW, since you mentioned X-Arcade, I've got their "TankStick" (2 joysticks, buttons, large trackball) in my PC MAME cabinet, and hooked it up to the PS3 USB ports (1 for sticks, 1 for trackball as a mouse) ... copied X-Arcade.cfg into $SDLMAMEHOME/cfg, edited the .ini file to use X-Arcade, and it works perfectly. A little silly looking, this big monster arcade controller hooked to the tiny PS3, and certainly MAME32 or MAMEFX on a decent Athlon + 3D graphics card run circles around SDLMAME on the PS3  , but I have hopes that the PS3 will improve a lot in this Linux space... And, yes, benchmarks only show you so much. At the present, the PS3 looks only so-so for Linux because we are only using the traditional PPC core ... while I'd like to believe there are some magic compiler switches which will make it scream, I'm afraid what we really need is specialized programming of the SPEs and hopefully accelerated GL graphics. Of course if SDLMAME could inherit AdvanceMAME's multiprocessor capability, we might see some decent gains using the two PPC HW threads (perhaps core MAME will use > 1 thread in the near future since most PCs now are dual core)...
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Joined: Mar 2007
Posts: 5
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Hi Guys
I have a few question in regards to using SDLMAME on the ps3.
What is the best linux to use for mame as far as memory usage goes?
Can someone test if the more CPU intensive games like Mortol Kombat 2 and NBA JAM work good?
How much ram does that federa give you once OS is loaded?
Cheers
Josh
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Joined: Mar 2001
Posts: 17,258 Likes: 267
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Posts: 17,258 Likes: 267 |
IMO it's a bit of a wash on memory usage - YDL is skimpiest out of the box because it's using a lightweight window manager, but you can configure everyone else that way too.
I haven't specifically tried MK2/NBA Jam, but I would assume they'd run OK.
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Joined: Mar 2007
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Thanks R. Belmont  Do you reackon I'd be better off using YDL for now for mame? Does the sound work ok under YDL? Also can I full screen a game in mame with YDL or does it have to be windowed? Thanks for replying Josh
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Joined: Mar 2007
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I'm very much looking forward to running mame on the ps3.
Bruce C I love it if Linux had full access to the RSX, big increase with mame and other apps. You sound like your very up with linux. Is there somes guides on how to use Yellow Dog properly?
I've mainly been using Windows for 12 or so years now, MAME for about 7 years.
Cheers
Josh
Last edited by Joshwaan2k7; 03/28/07 02:38 PM.
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Hi R. Belmont
Sorry for posting so much, just very excited to run mame on the ps3.
I'm very much a newbie with Linux, I got Fedora 5 installed on my PAL ps3.
I was wondering what's the best binary of mame to use with this?
Also could you explain how to compile that version so it boots my copy of Mortal Kombat 2?
Cheers Mate
Last edited by Joshwaan2k7; 03/30/07 08:54 AM.
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Joined: Feb 2007
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Joshwaan2k7, Running mame0112 on PS3 in -window mode, I get near perfect frame rates for NBA Jam, but frameskip of 5-8 with MK2, so it isn't playable. -switchres doesn't work for me (even ps3videomode to change resolutions just corrupts the screen whether I'm running X or not, so I switch resolutions at boot time), and I default to 1280x720 mode so running NBA Jam fullscreen has a bad frameskip of about 7. To get sdlmame on your box, just grab the latest sdlmame source tree from here http://rbelmont.mameworld.info/?page_id=163 (click on latest version or stable version hyperlink to download), then go to wherever it was saved in a [gnome-|x]term[inal], unzip it (for me "unzip Desktop/sdlmame0113u4.zip"), cd to the extracted directory (for me "cd sdlmame0113u4"), emacs/vi makefile, uncomment the "CELL = 1" line by removing "# " from the beginning, and comment out what was uncommented in that section before by prefixing with "#" (for 0113u4 it was "PM"). You can but don't have to uncomment "PTR64 = 1" line (it will generate a binary that uses 64 bit pointers but doesn't run any faster on PS3 unlike on AMD64/EMT64 chips and Linux x64. Then, type "make -j 2" (runs two compiles at once which balances compute and IO some as well as using the second thread on CELL a bit). This takes quite some time to build (some modules require a lot of memory to compile so it is a good idea not to have too much running on your desktop during a build). After it is done, if you haven't had to go grab updated libSDL like YDL requires, you have the binary, "mamecbe", built and can run "./mamecbe -window nbajam" if you've got the right version of nbajam rom zipfile or dirtree in the rom subdirectory. Jury is still out, but it appears Sony will not be giving us RSX access anytime soon - as it is, PS3 is a decent Linux box, but if they made it so we could run OpenGL and get Blu-Ray DVD player running in Linux they might lose some sales of PS3 games. While I was excited about programming the CELL chip at first, I've kind of come to realize that even if I could use the SPUs to do video scaleup for libSDL (hence sdlmame, sdlsnes9x, sdlmess,...) the PS3 would not be half the emulation platform a dual core Opteron is, so I've taken a break from that for now...Kind of hoping someone else has some good ideas on improving some of the PS3 Linux issues and gets me motivated to move forward again... Good luck! ...Bruce
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