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MT: I don't know what to tell you, the same setup works beautifully here. You're on Intel, not PPC, right?

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RB: Intel, yep. iMac 20", 2.33GHz Core2Duo, 2GB RAM, Radeon X1600 w/256Mb. New 10.4 updated to 10.4.9 and then 10.4.10. Using Apple's gcc 4.0.1, my own 4.1.2 installation and DarwinPorts 4.1.2 port (I tried with all three under both OS revs).

Please understand that I'm in no way complaining. vr didn't work before you told me about the compiler problem, and it doesn't work now. So, I'm not really any worse off than I was. And if I want to play vr, 0116 still works fine.

I'm just letting you and sven know because I have a feeling that whatever problem I'm having might show up elsewhere eventually.

The only reason I even care is that I apparently had a lot of people downloading my binaries and feel bad about it no longer working.

If I figure it out or it starts working again, I'll let you know. Via PM if you'd rather.

Last edited by M. Twitty; 06/22/07 07:06 PM.
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fwiw, vr is broken for me when using baseline mame with mingw, the display is completely garbage, and it fails two ram tests in the test menu.
So it might not be RB's fault.

Edit: the game gfx become ok if you run the test mode ram test once.

LN

Last edited by Lord Nightmare; 06/23/07 02:57 AM. Reason: add info

"When life gives you zombies... *CHA-CHIK!* ...you make zombie-ade!"
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Wow. Ok, it was working for me before, but in u2 the display is garbage (looks like wrong pixel format or framebuffer pitch or something).

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See previous post edit


"When life gives you zombies... *CHA-CHIK!* ...you make zombie-ade!"
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Still, that's a definite regression, and on SDLMAME I get a memory-trashing crash on exit that wasn't there before too.

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sdlmess on os x doesn't compile, seems to want SDLMAME_MACOSX set in src/osd/sdl/window.h


Added CFLAGS += -DSDLMAME_UNIX -DSDLMAME_MACOSX
that makes it compile a bit more...


...next error:

In file included from src/osd/sdl/drawsdl.c:1755:
src/osd/sdl/osinline.h: In function '_vec_mult':
src/osd/sdl/osinline.h:42: error: unknown register name '%edx' in 'asm'
make: *** [obj/sdl/g4d/osd/sdl/drawsdl.o] Error 1


Seems to want PPC_ASM set before it compiles regular C code...



Next one:
Compiling src/emu/cpu/x86drc.c...
src/emu/cpu/x86drc.c: In function 'drc_x86_get_features':
src/emu/cpu/x86drc.c:698: error: unknown register name '%edx' in 'asm'
src/emu/cpu/x86drc.c:698: error: unknown register name '%ecx' in 'asm'
make: *** [obj/sdl/g4d/emu/cpu/x86drc.o] Error 1


And I am passing G4=1 to my makefile

And now i give up:
Code:
Archiving obj/sdl/g4d/libsound.a...
Linking g4d...
/usr/bin/ld: Undefined symbols:
_main
_SDL_EnableUNICODE
_SDL_GetError
_SDL_Init
_SDL_Quit
_SDL_JoystickClose
_SDL_JoystickName
_SDL_JoystickNumAxes
_SDL_JoystickNumButtons
_SDL_JoystickNumHats
_SDL_JoystickOpen
_SDL_NumJoysticks
_SDL_PollEvent
_SDL_CloseAudio
_SDL_LockAudio
_SDL_OpenAudio
_SDL_PauseAudio
_SDL_UnlockAudio
_CGDisplayBounds
_CGMainDisplayID
_debugwin_update_during_game
_SDL_DisplayYUVOverlay
_SDL_Flip
_SDL_GL_GetProcAddress
_SDL_GL_SwapBuffers
_SDL_ListModes
_SDL_LockSurface
_SDL_LockYUVOverlay
_SDL_UnlockSurface
_SDL_UnlockYUVOverlay
_glBegin
_glBindTexture
_glBlendFunc
_glClear
_glColor4f
_glDeleteTextures
_glDisable
_glDisableClientState
_glDrawArrays
_glEnable
_glEnableClientState
_glEnd
_glFinish
_glGenTextures
_glHint
_glLineWidth
_glLoadIdentity
_glMatrixMode
_glOrtho
_glPixelStorei
_glPointSize
_glTexCoordPointer
_glTexImage2D
_glTexParameteri
_glTexSubImage2D
_glVertex2f
_glVertexPointer
_glViewport
_SDL_CreateYUVOverlay
_SDL_FreeSurface
_SDL_FreeYUVOverlay
_SDL_GL_SetAttribute
_SDL_GetTicks
_SDL_SetVideoMode
_SDL_ShowCursor
_SDL_ThreadID
_SDL_WM_GrabInput
_SDL_WM_SetCaption
_glClearColor
_glClearDepth
_glDepthFunc
_glGetIntegerv
_glGetString
_glShadeModel
_osd_wait_for_debugger
collect2: ld returned 1 exit status
make: *** [g4d] Error 1



Last edited by judge; 06/23/07 04:24 AM.
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Uhh, did Nathan sync SVN to u2 or something similarly ill-advised? smile It took me 6 hours to sort out all the carnage on the MAME side, and Aaron's actually pretty careful smile

Last edited by R. Belmont; 06/23/07 04:29 AM.
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Yeah, I'm going back to pre-u2 so I can continue working on the a2600 driver

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Ok, I'll sync latest and see what I can do.

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