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Author Topic: No Name MAME  (Read 53940 times)

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TheGatesofBill

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No Name MAME
« on: August 04, 2003, 09:58:54 pm »
The first public release of No Name MAME (version 0.71.03) has been uploaded.

In this version, it includes most PacMAME and MisfitMAME drivers, all SName drivers, and the No Nag Patch. The next version should include all< PacMAME and MisfitMAME drivers.

<OLD LINKS REMOVED - SEE BELOW>
« Last Edit: August 06, 2003, 10:38:19 am by TheGatesofBill »

u_rebelscum

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Re:No Name MAME 0.71.03 Released
« Reply #1 on: August 05, 2003, 02:31:05 am »
In this version, it includes .... and the No Nag Patch.

AFAIK, Mame asks that any mame derivatives released to the public do not totally disable "the nags".
Robin
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TheGatesofBill

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Re:No Name MAME 0.71.03 Released
« Reply #2 on: August 05, 2003, 02:43:16 am »
Thanks for the heads up. I'll check on that and remove it if necessary.

Howard_Casto

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Re:No Name MAME 0.71.03 Released
« Reply #3 on: August 05, 2003, 02:54:05 am »
It is necessary.  Rebel is right on this, no need to debate it.  :)

TheGatesofBill

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Re:No Name MAME 0.71.03 Released
« Reply #4 on: August 05, 2003, 03:49:35 am »
OK, No Nag Patch removed. I also updated to the 0.71u2 source.

No Name MAME 0.71u2.03 Binary
No Name MAME 0.71u2.03 Source

Oh, and I wasn't debating. I just like making sure.
« Last Edit: August 10, 2003, 02:28:48 am by TheGatesofBill »

TheGatesofBill

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Re:No Name MAME 0.71.03 Released
« Reply #5 on: August 06, 2003, 10:40:34 am »
New version out. This one has all but a few MisfitMAME and PacMAME drivers.

No Name MAME 0.71u2.04 Binary
No Name MAME 0.71u2.04 Source

Am I not allowed to link to the binaries or something?
« Last Edit: August 10, 2003, 02:29:20 am by TheGatesofBill »

SirPeale

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Re:No Name MAME
« Reply #6 on: August 07, 2003, 10:10:51 am »
I'm guessing that since releasing your own official MAME binary is against the license (but releasing modded source is not) that would be why.

TheGatesofBill

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Re:No Name MAME
« Reply #7 on: August 07, 2003, 10:14:28 am »
At this point, I've read the MAME license many times. And it says nothing (that I've seen) that says that modded binaries cannot be released. And if that was true, where did things like PacMAME, Mame:Analog+, AdvanceMAME, etc come from? They all have a binary released. Any help figuring this out is appreciated.

SirPeale

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Re:No Name MAME
« Reply #8 on: August 07, 2003, 10:56:53 am »
From mame.txt (in the DOCs folder):

Quote
V. Distribution Integrity
-------------------------
   This chapter applies to the official MAME distribution. See below for
   limitations on the distribution of derivative works.
   MAME must be distributed only in the original archives. You are not allowed
   to distribute a modified version, nor to remove and/or add files to the
   archive.

As for the derivative works, I think that yes, those are against the MAME license as well.  

TheGatesofBill

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Re:No Name MAME
« Reply #9 on: August 07, 2003, 11:28:50 am »
Okay, lets see, from your section.
Quote
V. Distribution Integrity
-------------------------
   This chapter applies to the official MAME distribution. See below for
   limitations on the distribution of derivative works.

   MAME must be distributed only in the original archives. You are not allowed
   to distribute a modified version, nor to remove and/or add files to the
   archive.
That means that that section does not cover derivative works. However, this one does.
Quote
VII. Derivative Works
---------------------
   Derivative works are allowed, provided their source code is freely
   available.
However, these works are discouraged. MAME is a continuously-
   -evolving project. It is in your best interests to submit your contributions
   to the MAME development team, so they may be integrated into the main
   distribution.
   There are some specific modifications to the source code which go against
   the spirit of the project. They are NOT considered a derivative work, and
   distribution of executables containing them is strictly forbidden. Such
   modifications include, but are not limited to:
   - enabling games that are disabled
   - changing the ROM verification commands so that they report missing games
   - removing the startup information screens
   If you make a derivative work, you are not allowed to call it MAME. You must
   use a different name to make clear that it is a MAME derivative, not an
   official distribution from the MAME team. Simply calling it MAME followed or
   preceded by a punctuation mark (e.g. MAME+) is not sufficient. The name must
   be clearly distinct (e.g. REMAME). The version number must also match the
   number of the official MAME version from which you derived your version.
So it seems we are back to square one. As far as I can tell, No Name follows all of MAME's license. I'd appreciate it if the mod who removed the link would tell me why he/she did.

SirPeale

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Re:No Name MAME
« Reply #10 on: August 07, 2003, 11:41:55 am »
Hm, I missed that.  I'm curious now, too.

TheGatesofBill

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Re:No Name MAME
« Reply #11 on: August 07, 2003, 12:19:03 pm »
I also missed this:
Quote

Howard_Casto

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Re:No Name MAME
« Reply #12 on: August 07, 2003, 02:45:23 pm »
Bill I've talked to some of the mame devs personally on occasion.  It's in there, but as you are having trouble finding it.....   Binaries are ok to post, as long as you don't remove any nag screens or activate games that are intentionaly commented out for copyright reasons (like metal slug 4, or other games, which are too new to be in mame).


If you'll notice it says activating games that are disabled.  Games in pacmame and the like aren't disabled, they are removed, so they are ok to add back in.  You aren't very good at lawyer talk. ;)  When you add games that could get the mame devs sued or are disrespectful to add this soon, then you can't post binaries.  

Hope that helps.    

TheGatesofBill

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Re:No Name MAME
« Reply #13 on: August 07, 2003, 02:54:50 pm »
OK, then why were my links removed? I put the nag screens back in, and even removed those links myself. So wheres the problem?

TheGatesofBill

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Re:No Name MAME
« Reply #14 on: August 10, 2003, 12:12:31 am »
Got a response from JustMichael:
Quote
There was a huge stink about distributing binaries with all the test drivers enabled a couple years back and it is no longer allowed according to the license.  Please see the file Mame.txt, section VII entitled "Derivative Works"
It seems he thought I had enabled the testdrivers. So, binaries should be able to be distributed. Yay.

JustMichael

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Re:No Name MAME
« Reply #15 on: August 10, 2003, 12:59:48 am »
When I downloaded the source from the link provided there was no testdrivers in driver.c.  I have redownloaded the source since I was PMed and this problem seems to have been rectified. Feel free to post a link to the binary file.

TheGatesofBill

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Re:No Name MAME
« Reply #16 on: August 10, 2003, 02:30:24 am »
I readded the binary links. I have a new version ready, I'll release it after I setup the mingw junk again.

TheGatesofBill

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Re:No Name MAME
« Reply #17 on: August 20, 2003, 12:52:58 am »
After setting up the compile environment yet again, I have compiled and uploaded the new version of No Name MAME. All that has changed in this version is that I am now using the MAME 0.72u1 source code. Actually, there is also the beginnings of some documentation in this version as well. Enjoy!

The links:
No Name MAME 0.72u1.04 Binary
No Name MAME 0.72u1.04 Source

TheGatesofBill

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Re:No Name MAME
« Reply #18 on: August 20, 2003, 08:44:00 pm »
OK, I almost have a new version ready. I've included SirPoonga's hacks and upgraded to MAME 0.72u1. Changing MAME versions proved harder than I thought because there was no patch to go from 0.71u2 to 0.72. If anyone has any suggestions, I'll give them a shot.

TheGatesofBill

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Re:No Name MAME
« Reply #19 on: August 29, 2003, 10:21:48 am »
Despite the fact that noone seems to care about this anymore, the new version is out.

No Name MAME 0.72u2.05 Binary
No Name MAME 0.72u2.05 Source

New in this version:
 - Updated to MAME 0.72u2 source code  - Added all of SirPoonga's hacks
 - Added extended analog support from Analog+
 - Finished added documentation
 - Fixed message when opening noname.exe in Windows

Also, now No Name no has its own site here.
« Last Edit: August 29, 2003, 01:41:27 pm by TheGatesofBill »

creatine28

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Re:No Name MAME
« Reply #20 on: August 29, 2003, 12:32:14 pm »
Thanks, appreciate your work on this!

Steve

TheGatesofBill

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Re:No Name MAME
« Reply #21 on: August 29, 2003, 01:41:06 pm »
Well, I'm glad someone likes it.

SirPeale

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Re:No Name MAME
« Reply #22 on: August 29, 2003, 01:48:27 pm »
I haven't actually used it, but I appreciate any work that goes into making a decent program.

TheGatesofBill

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Re:No Name MAME
« Reply #23 on: August 29, 2003, 02:11:53 pm »
Well, maybe you should use my program. It seems fair, I use your coin door. ;D

SirPeale

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Re:No Name MAME
« Reply #24 on: August 29, 2003, 02:25:58 pm »
Nope, you use your coin door.  You own it fair and square.

I'll give your proggy a shot.

NickS

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Re:No Name MAME
« Reply #25 on: August 29, 2003, 03:08:21 pm »
Well, I'm glad someone likes it.

I downloaded your fist binary of noname and I thought it was very useful. Especially the fact that the nag screens were disabled. Good work.

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Re:No Name MAME
« Reply #26 on: August 29, 2003, 03:22:42 pm »
Umm there is a command line switch to turn them off in mame now.  Didn't you read this thread?

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Re:No Name MAME
« Reply #27 on: August 29, 2003, 03:27:38 pm »
Yea, I noticed that too. Also, the No Nag patch was removed several versions ago. Just just the switch, I also added SirPoonga's hack to add the skip gamewarnings switch too.

NickS

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Re:No Name MAME
« Reply #28 on: August 29, 2003, 03:35:21 pm »
Umm there is a command line switch to turn them off in mame now.  Didn't you read this thread?

The one I downloaded was a couple of versions ago before the no nag patch was removed. All nag screens were removed including the "video emulation is not 100% accurate" screen. I have not got round to learning how to compile my own version yet so I found this useful.

TheGatesofBill

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Re:No Name MAME
« Reply #29 on: August 29, 2003, 03:45:14 pm »
I recommend upgrading to the latest version and just using the -skip flags. It will look the same, but it will also include all changes that have been made since the very first version (when I had the No Nag Patch).

djll

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Re:No Name MAME
« Reply #30 on: August 29, 2003, 04:02:18 pm »
What is No Name MAME?  What makes it different from the regular MAME?

TheGatesofBill

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Re:No Name MAME
« Reply #31 on: August 29, 2003, 04:54:07 pm »
No Name MAME contains many extra drivers and a few extra features. Basically, I didn't want to have several versions of MAME so I could use all the features, many of which hadn't been updated in months if not years, so I started my own version. ;D

TheGatesofBill

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Re:No Name MAME
« Reply #32 on: September 01, 2003, 09:12:25 pm »
No Name MAME 0.72u2.06 "Back to School" is out. Get it from No Name Development. Not too much new in this version, besides the DOS version and the MAME32 version. I just wanted to get a new version out before school starts tomorrow. Enjoy.

Quick Links:
No Name MAME 0.72u2.06 "Back to School" (Windows)
No Name MAME 0.72u2.06 "Back to School" (MAME32)
No Name MAME 0.72u2.06 "Back to School" (DOS)
No Name MAME 0.72u2.06 "Back to School" (Source)

TalkingOctopus

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Re:No Name MAME
« Reply #33 on: September 01, 2003, 11:01:49 pm »
That website is painful to navigate -- I didn't "get" it at first.
« Last Edit: September 01, 2003, 11:03:12 pm by TalkingOctopus »

TheGatesofBill

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Re:No Name MAME
« Reply #34 on: September 02, 2003, 07:43:21 pm »
Maybe I'll add a notice explain how to navigate. Most people found it pretty easy. Anyways, its much better than what I was originally planning, which would have involved the visitor needing to enter the DOS commands. ;D

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Re:No Name MAME
« Reply #35 on: September 02, 2003, 09:30:04 pm »
Maybe I'll add a notice explain how to navigate. Most people found it pretty easy.

Funny thing: the first time I checked it out (late at night), I "got it" with no problems even though I was really sleepy.  Today, while wide awake, I went back and couldn't remember how the site worked for a short while. :)  I think I was in more of a "programming/command line mood" that first night than today.

If you wanted to be nice, you could make the links a little bit darker than normal text; a very light grey vs an off-white. ;) *shrug*

I do like the theme, though.

Quote
Anyways, its much better than what I was originally planning, which would have involved the visitor needing to enter the DOS commands. ;D

LOL. :D
Robin
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TheGatesofBill

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Re:No Name MAME
« Reply #36 on: September 02, 2003, 11:03:44 pm »
Hey, u_rebelscum, are you the programmer of MAME:Analog+? I've been trying to figure out who does that for a while so I can give them credit, and I noticed the link in your sig is to Analog+.

Oh, and thanks for the compliment on my design, and no, I will not change the colors, DOS only has 2 colors, black (#000000) and grey (#C0C0C0).

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Re:No Name MAME
« Reply #37 on: September 03, 2003, 03:22:41 am »
Hey, u_rebelscum, are you the programmer of MAME:Analog+? I've been trying to figure out who does that for a while so I can give them credit, and I noticed the link in your sig is to Analog+.

Yup, I am, and thanks for including it. :)

Quote
Oh, and thanks for the compliment on my design, and no, I will not change the colors, DOS only has 2 colors, black (#000000) and grey (#C0C0C0).

LOL  ;D  I was thinking some very close, like #B9B9B9 and #C1C1C1, but as-is is fine with me. :)  ...as if it mattered. ;)
Robin
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TheGatesofBill

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Re:No Name MAME
« Reply #38 on: September 03, 2003, 05:56:22 am »
Hey, u_rebelscum, are you the programmer of MAME:Analog+? I've been trying to figure out who does that for a while so I can give them credit, and I noticed the link in your sig is to Analog+.

Yup, I am, and thanks for including it. :)
OK, I just added your name, it will appear in the next release. ;D

Does anyone have any suggestions? I can't think of much else to add at the moment. (Maybe try to add MESS or PinMAME drivers ::) )

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Re:No Name MAME
« Reply #39 on: September 03, 2003, 12:10:11 pm »
While the design of the web site is unique, it is not good for navigating.
I recommend redesigning it and the main page should show the benefits of your mame version.  I believe this is why you are getting a poor response to your release.

But thank you, for your efforts. It is appreciated.
« Last Edit: September 03, 2003, 12:16:53 pm by Katana Man »

TheGatesofBill

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Re:No Name MAME
« Reply #40 on: September 03, 2003, 03:46:15 pm »
Well, the site is for all of No Name Development, not just No Name MAME. If I ever get my sourceforge account approved (or someone offers me some nice hosting), I'll redo the design, until then, its staying. But the SF version will be well thought out and informative.

Your welcome. I love to code, and this seemed like a good project seeing how I'm making a MAME cabinet, so this is as much for me as for the end user. ;D

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Re:No Name MAME
« Reply #41 on: September 03, 2003, 07:36:31 pm »
BillGates, could you tell us exactly what features make No Name MAME better than the regular MAME?  I'm trying to find out if your version if the one I should put in my cab... Does No Name play some games better than the regular version?

Thank in advance and thanks for your contribution to the scene.

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Re:No Name MAME
« Reply #42 on: September 03, 2003, 08:14:38 pm »
You could just read whatsnew.txt and see what I've changes, but since you asked, I'll list them out (I may have missed a few things):
  • Re-added all the drivers that were removed from MAME for various reasons (including: Pong, Monaco GP, and Lucky Today).
  • Added all the drivers for the hacked roms from MiSFiTMAME (including: Galaga X, Vector Pacman, and Marpy)
  • Added most of the PacMAME drivers (includes many new versions of Pac Man), the games containing the words "zola" or "fast" are not yet included
  • Added better analog controller support (thanks u_rebelscum)
  • Made all of the changes documented by SirPoonga (including: getting rid on input menu, various skips, and various inis)
  • Various fixes and changes that were too trivial to document
  • Most recent version of the MAME source code (including the patches put out by Haze)
Also, unlike many creators of unofficial MAME versions. I will do my best to provide support for this. If you have any problems with anything, or have any suggestions for future versions, feel free to contact me, and I'll try to make it happen.

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Re:No Name MAME
« Reply #43 on: September 04, 2003, 12:02:41 am »
Nice work, although I had trouble with the website, it is the version of mame that I am currently using  :)

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Re:No Name MAME
« Reply #44 on: September 04, 2003, 07:05:26 am »
Nice work, although I had trouble with the website, it is the version of mame that I am currently using  :)
I've started a redesign. I think I'll leave the old one up though, and have a menu for which design the visitor would like to use.

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Re:No Name MAME
« Reply #45 on: September 04, 2003, 05:13:56 pm »
I have a new version of No Name MAME ready. Although it mainly just uses the changes from MAME 0.73, I'm going to the next version number anyways.

At the moment, I'm only uploading the Windows versions. The DOS version and the source code will be uploaded once MAME 0.73 for DOS is released (it does compile fine though).

No Name MAME 0.73 (Windows)
No Name MAME 0.73 (MAME32)

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Re:No Name MAME
« Reply #46 on: September 05, 2003, 01:49:03 am »
I use the "Fastmame" derivative because my computer is pretty slow but I would love to use your program.  How hard would it be to add the fastmame optimizations to No Name Mame?

edit:  Well looking at fastmame's homepage www.geoshock.com, I don't see the source avalible for download so nevermind.
« Last Edit: September 05, 2003, 01:51:23 am by knuttz »
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Re:No Name MAME
« Reply #47 on: September 05, 2003, 05:35:01 am »
I use the "Fastmame" derivative because my computer is pretty slow but I would love to use your program.  How hard would it be to add the fastmame optimizations to No Name Mame?

edit:  Well looking at fastmame's homepage www.geoshock.com, I don't see the source avalible for download so nevermind.

AFAIK, Fastmame uses the standard code, and the only difference is the compiler: all optimizations are in the compiler's compile options.
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Re:No Name MAME
« Reply #48 on: September 05, 2003, 06:23:32 am »
Well, I've e-mailed katharsis and asked for the source. I'll see where this ends up.

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Re:No Name MAME
« Reply #49 on: September 05, 2003, 06:30:50 pm »
Just wanted to comment on the number of downloads of No Name MAME. Although for some reason I can't access my server access logs, I can see there were quite a few downloads. How can I tell, you ask? The hard drive is almost constantly being accessed, and it is using up most of my available bandwidth. Actually, the insides of my server got so hot that it shut itself down. :o Now I've added 3 fans, taken off the side and pointed an industrial fan at the innards.  ;D

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Re:No Name MAME
« Reply #50 on: September 06, 2003, 12:38:16 am »
The new version of No Name MAME is out/ Even though the Windows versions have been out for 2 days, I'm reposting them, since the DOS version and source are up.

Changes in this version:
0.73.07:
 - Updated to MAME 0.73 source code
 - Added Analog+ changes to MAME32 version
 - Starting crediting Anaglog+ creator (sorry u_rebelscum)
 - Modified makefile for easier compiling

No Name MAME 0.73 (Windows)
No Name MAME 0.73 (MAME32)
No Name MAME 0.73 (DOS)
No Name MAME 0.73 (Source)
« Last Edit: September 06, 2003, 12:38:34 am by TheGatesofBill »

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Re:No Name MAME
« Reply #51 on: September 06, 2003, 11:27:16 am »
possible that you could add cocktailmame patch?

www.pacmanfan.com/download/cocktailpatch.zip

thans to pmf for makin the patch... i use no name mame myself now, so i'd luv to see this as an adition.
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TheGatesofBill

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Re:No Name MAME
« Reply #52 on: September 06, 2003, 11:41:46 am »
Well, unless I misunderstood something, all this does is set the defaults to cocktail mode instead of upright mode. If this is the case, I will not be adding this patch (well in its current form anyways). I may add either an option to compile it by just setting a compile option (ex: make COCKTAIL=1 or something). Or if I can figure it out, but running no name mame with a flag (ex: noname -cocktail).

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Re:No Name MAME
« Reply #53 on: September 06, 2003, 06:49:20 pm »
This build is a great work. Congratulations!
My advise is that you clean up rom load for misfit games, still there are many mistyped CRC's in the source. For example CRC(00000), or CRC(00001), as well as missing leading zero in a CRC. Beside, my wish is to have, also, all the sets from mameplus included. There is an Italian build with these too. Additionally, have you ever thought on adding EsMame extra games?

Once again: great work buddy!!

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Re:No Name MAME
« Reply #54 on: September 06, 2003, 08:18:53 pm »
This build is a great work. Congratulations!
Thanks. ;D
My advise is that you clean up rom load for misfit games, still there are many mistyped CRC's in the source. For example CRC(00000), or CRC(00001), as well as missing leading zero in a CRC.
I'll try to get to that soon. Of course, I'll need to get all the MiSFiT roms first.
Beside, my wish is to have, also, all the sets from mameplus included. There is an Italian build with these too.
I'm working on that right now in fact. ;)
Additionally, have you ever thought on adding EsMame extra games?
After reading this post, I looked for the source, but all I could find only translated the MAME32 GUI into Spanish. If you provided me with a link, I'll work on it.
Once again: great work buddy!!
;D

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Re:No Name MAME
« Reply #55 on: September 07, 2003, 06:14:15 am »
Here is the link to EsMAME source. Actually, there are only a few games not supported elsewhere, like Death Derby and Ballon Ace. Also, I think that there are at least two versions of Vantris around (one from MisFit and another from PatchMame). I do not know if these two are the same thing?

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Re:No Name MAME
« Reply #56 on: September 07, 2003, 08:50:37 am »

TheGatesofBill

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Re:No Name MAME
« Reply #57 on: September 07, 2003, 09:43:02 am »
Hmm... that zip file only contains a modified ui_text.c (so basically a Spanish translation). Does anyone here speak Spanish well enough to contact the author?

And I'm pretty sure the two versions of Vantris are the same, but I'll take a look later if nobody knows.

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Re:No Name MAME
« Reply #58 on: September 07, 2003, 03:58:05 pm »
I just had a chance to fully go through the MAME Plus source. It seems like No Name MAME already has all the games included in it. (Correct me if I'm wrong). However, I will probably still work to add some of the features included in MAME Plus.

Oh, and I found the reason for my server being so busy. It seems that I got myself listed on emuchina. ;D
« Last Edit: September 07, 2003, 03:58:49 pm by TheGatesofBill »

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Re:No Name MAME
« Reply #59 on: September 07, 2003, 04:09:27 pm »
Hello,

I am about to download the latest version and look forward to trying it out. I read about you asking for anything else that could be added. I remember reading that someone had written a patch to allow mach3 to work in mame. The link is http://www.boldtower.com/mach3/. This may or may not be of interest but I thought I would mention it. I did here that someone had also written a similar patch for Dragons Lair but I can not find any details at the moment.

TheGatesofBill

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Re:No Name MAME
« Reply #60 on: September 07, 2003, 05:15:05 pm »
It seems that although MACH3 is already in MAME, it is flagged as not working. I guess I'll take a look at that patch.

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Re:No Name MAME
« Reply #61 on: September 07, 2003, 05:36:16 pm »
You might also add Sauro (bootleg), whiich was, i think, included in PatchMame. Regarding MamePlus, there are Neogeo decrypted sets, which you also migh add.
In the end, I am sorry for the mess about esmame soource  :'(

Keep up the good work!

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Re:No Name MAME
« Reply #62 on: September 07, 2003, 05:41:02 pm »
About Vantris: the versions from MisFitMame and MamePlus have different romsets, i do not know if this is a mistake or a real distinction :-)

TheGatesofBill

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Re:No Name MAME
« Reply #63 on: September 07, 2003, 05:50:42 pm »
I remember reading that someone had written a patch to allow mach3 to work in mame. The link is http://www.boldtower.com/mach3/. This may or may not be of interest but I thought I would mention it.
I looked into it, and I can't get mpeg2dec to compile on my system, so I can't get that patch to work right now. I may try again later.
You might also add Sauro (bootleg), whiich was, i think, included in PatchMame. Regarding MamePlus, there are Neogeo decrypted sets, which you also migh add.
I'll look into it.
In the end, I am sorry for the mess about esmame soource  :'(
It's all good. ;)
About Vantris: the versions from MisFitMame and MamePlus have different romsets, i do not know if this is a mistake or a real distinction :-)
I just looked at both versions side by side. The drivers are the same line for line, CRCs and all.

Oh, and I am planning on adding the cocktail mode switch (probably "noname -cocktail"). Does anyone know who made the cocktail patcher? I would like to have a quick chat with him.
« Last Edit: September 07, 2003, 05:52:27 pm by TheGatesofBill »

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Re:No Name MAME
« Reply #64 on: September 07, 2003, 06:34:03 pm »

Oh, and I am planning on adding the cocktail mode switch (probably "noname -cocktail"). Does anyone know who made the cocktail patcher? I would like to have a quick chat with him.

PacMAnFan, actually. he's a member of this board here himself
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Re:No Name MAME
« Reply #65 on: September 07, 2003, 07:03:24 pm »
Thanks, I'll send him a message right now.

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Re:No Name MAME
« Reply #66 on: September 08, 2003, 06:27:07 am »
Hey, sorry, I wanted to say that patchMame and MisfitMame Vantris roms are different.  ;D

TheGatesofBill

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Re:No Name MAME
« Reply #67 on: September 08, 2003, 03:20:42 pm »
Hey, sorry, I wanted to say that patchMame and MisfitMame Vantris roms are different.  ;D
I've used source from both PatchMAME and MiSiTMAME, and if I remember correctly, one version of the driver wouldn't compile correctly, but I'll look into it when I get a free second.

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Re:No Name MAME
« Reply #68 on: September 08, 2003, 05:56:36 pm »
Just wonder if you've heard anything back regarding Fast mame optimization?  

Well, I've e-mailed katharsis and asked for the source. I'll see where this ends up.

TheGatesofBill

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Re:No Name MAME
« Reply #69 on: September 08, 2003, 06:26:52 pm »
No reply, no message returned to sender either. You could ask if you want and get back to me if you get a reply. Maybe you'll have better luck than I did.

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Re:No Name MAME
« Reply #70 on: September 08, 2003, 07:32:05 pm »
No reply, no message returned to sender either. You could ask if you want and get back to me if you get a reply. Maybe you'll have better luck than I did.

I mailed the guy once, but didn't get a reply either...

But as someone said, the optimisations are all in the compiler.

I'm just about to try your build btw ;)

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Re:No Name MAME
« Reply #71 on: September 08, 2003, 08:04:25 pm »
But as someone said, the optimisations are all in the compiler.
Well, anyone know what flags will make it run nicer?
I'm just about to try your build btw ;)
Coolness, I hope you already downloaded it, because my server diesd a horrible (and hopefully temporary) death. I hope I can get it up again. If not, you'll just have to wait until SourceForge gets around to approving my account.

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Re:No Name MAME
« Reply #72 on: September 08, 2003, 08:46:24 pm »
The server may not be back up for a while. According to the various checks that have been running for the past few hours, my hard disks have suffered physical damage, and there is an impending hardware failure. What a great thing to happen when I'm flat broke.  >:(  I sure hope SourceForge approves the project soon.

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Re:No Name MAME
« Reply #73 on: September 09, 2003, 06:49:23 am »
Sorry to hear about your server problems  :(  I managed to get the file though somehow...

I haven't used it much but I like the skip_baddumps etc. switches...Next I want to play Pong ;)

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Re:No Name MAME
« Reply #74 on: September 09, 2003, 07:07:24 am »
Sorry to hear about your server problems  :(  I managed to get the file though somehow...
Well, it is running, so get what you want off it while its up, because it's not long for this world.
I haven't used it much but I like the skip_baddumps etc. switches...Next I want to play Pong ;)
Yea, I have my noname.ini set up with all the skips turned on. ;D
Oh, and remember, Pong has no AI of any kind, so find a buddy.

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Re:No Name MAME
« Reply #75 on: September 09, 2003, 08:55:04 pm »
But as someone said, the optimisations are all in the compiler.
Well, anyone know what flags will make it run nicer?

I don't now what flags he uses.  But IIRC, it's the intel compiler, not gcc.  So it would use different flags than us gcc'ers. [shrug]

As far as what are the best flags for gcc, I don't know that either. :P
Robin
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Re:No Name MAME
« Reply #76 on: September 09, 2003, 09:19:52 pm »
Anything that requires me to change compilers, I'm not going to do. I tried using the Visual C++ compiler, which supposedly gets better speeds, but it didn't like 90% of my code (I've never seen such a large list of errors).

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Re:No Name MAME
« Reply #77 on: September 09, 2003, 09:23:32 pm »
  • Made all of the changes documented by SirPoonga (including: getting rid on input menu, various skips, and various inis)
Ok, you bad bad person.  Did you use ALL of my code?  Even the artwork hack?  That artwork hack is going to be redone.  It is ugly code.  I can get rid of the global variable for one.  I also plan on making all the hacks available as a diff file.  But since it take my machine hella long to compile I just haven't had the time.

Not, these changes on my site work mainly for the windows version.  If you understand the code it isn't hard to modify the DOS version either.

This is a version of mame I am definately going to have to try.  Since it does take my machine forever to compile I have been slacking on keeping my stuff up to date and adding in the stuff I want.  I usually start with analog+, add in my hacks, add in cps2 games and a couple of neogeo games and a set of games I am not even going to mention because I will get too much flak for it, and pong.  But, like a true compiler, I test each change before continuing on to the next.  It can take several days to get the mame I want with my slow computer :)  

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Re:No Name MAME
« Reply #78 on: September 09, 2003, 09:24:59 pm »
Anything that requires me to change compilers, I'm not going to do. I tried using the Visual C++ compiler, which supposedly gets better speeds, but it didn't like 90% of my code (I've never seen such a large list of errors).

I've used VCMAME.  It's pretty cool.  I used that until VC6 wasn't supported.  I see they started supporting it again.

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Re:No Name MAME
« Reply #79 on: September 09, 2003, 10:26:26 pm »
I compile after each change as well, the difference is I'm using 1.2 GHz machine, so a full compile takes under an hour (never actually timed it). And I do understand the source, I've just been way to busy to move stuff over to the DOS version. It also shouldn't be too hard to get all your stuff going in the MAME32 version. I just need to poke around the source a bit more to see how they did things. And yes, I did use ALL off your code. ;D And I use VC6, and I didn't even realize things were different. :-[ However, I truely hate that compiler so I use GCC whenever possible. Heh, I think I've responded to everything you said, just all out of order. ;)

Oh, and you could tell me the list of the games without any flak. Like most furries, I accept almost anything. ;D

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Re:No Name MAME
« Reply #80 on: September 10, 2003, 12:00:35 am »
Oh, and you could tell me the list of the games without any flak. Like most furries, I accept almost anything. ;D

Well, not in public.

I will make an announcement here once I get all my hacks to diff files and clean up the artwork code.

Have you tried the artwork code?  I was told the calculations are wrong.  I'm a math major, hell no!  If they were wrong why does it work :)

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Re:No Name MAME
« Reply #81 on: September 10, 2003, 06:48:14 am »
Have you tried the artwork code?  I was told the calculations are wrong.  I'm a math major, hell no!  If they were wrong why does it work :)
I'm not sure, but I don't think so.

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Re:No Name MAME
« Reply #82 on: September 10, 2003, 07:11:17 am »
I just wanted to let you know that this is the best Mame32 derivative I've used so far and have a request for you as well. I am not sure if you are able to do it or if it is something the Mame32 team would have to do first. On the right side of the menu where you have the snapshot, flyer, cabinet, marquee, title & control panel tabs are you able to add an extra tab as I like to take pictures of all my high score screens, that way I can check to see if I'm still king of the house. What would be even better if you could personalise this area and make any tab you wanted.

Anyway keep up the good work.

Retro.

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Re:No Name MAME
« Reply #83 on: September 10, 2003, 02:41:09 pm »
I think I just found a slight problem...

I have this in my noname.ini:

skip_disclaimer         1
skip_gameinfo           1
skip_gamewarnings       1
skip_baddumps           1


But when I load up FIREBATL it gives the warning screen:

The video emulation isn't 100% accurate

Is this a bug or have I missed something?

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Re:No Name MAME
« Reply #84 on: September 10, 2003, 03:25:38 pm »
I will have to look at that driver sometime, maybe they did something odd.  But it should have caught that.

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Re:No Name MAME
« Reply #85 on: September 10, 2003, 04:09:48 pm »
My clipboard is broken, so I'll have to do a series of posts, I appologise.
I just wanted to let you know that this is the best Mame32 derivative I've used so far and have a request for you as well. I am not sure if you are able to do it or if it is something the Mame32 team would have to do first. On the right side of the menu where you have the snapshot, flyer, cabinet, marquee, title & control panel tabs are you able to add an extra tab as I like to take pictures of all my high score screens, that way I can check to see if I'm still king of the house. What would be even better if you could personalise this area and make any tab you wanted.

Anyway keep up the good work.

Retro.
Thanks for the compliment. I'll look into the high score page thing. But I'm not too familiar with the MAME32 source yet. I could probably just steal their existing code and change some variables. As for personalization, it would be much more difficult, but I'll have a look when I get a chance.

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Re:No Name MAME
« Reply #86 on: September 10, 2003, 04:12:28 pm »
I think I just found a slight problem...

I have this in my noname.ini:

skip_disclaimer         1
skip_gameinfo           1
skip_gamewarnings       1
skip_baddumps           1


But when I load up FIREBATL it gives the warning screen:

The video emulation isn't 100% accurate

Is this a bug or have I missed something?
Hmm... thats odd. Does it work with other ROMs, or is this the only one? If others do it too, I probably just botched Poonga's patch. Just for the record, I've applied most patches by hand, either because my code is too different for it to be done by the patch program, or because I'm anal. So there is a good chance that I've messed something up.

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Re:No Name MAME
« Reply #87 on: September 10, 2003, 04:13:07 pm »
I will have to look at that driver sometime, maybe they did something odd.  But it should have caught that.
I'll probably play around with that a bit myself, but if you find the problem, share the love. ;D

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Re:No Name MAME
« Reply #88 on: September 10, 2003, 04:17:50 pm »
I just tried GTMR which has bad dumps, and it didn't skip past that either...I can't think of any other problem games atm...

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Re:No Name MAME
« Reply #89 on: September 10, 2003, 04:23:19 pm »
Did you set the flags in noname.ini? SirPoonga's patches must have gotten botched somewhere along the line. I'll take a look at it after I finish my homework.

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Re:No Name MAME
« Reply #90 on: September 10, 2003, 05:35:50 pm »
I THINK I'VE FIGURED IT OUT!

Everyone who had the problems, where you using the DOS or the Windows build? SirPoonga's hacks are not yet included in the DOS version, but it is on my todo list. Speaking of which, I just reread this entire thread, and I made a list of all the suggestions I still need to include / look in to (tell me if I left anything out).

  • Add CocktailMAME switch (probably -cocktail)
  • Fix CRC's from MiSFiTMAME
  • Add features from MamePlus
  • Add decrypted NeoGeo sets from MamePlus
  • Check PatchMame for a driver for Sauro (bootleg)
  • Look into errors in SirPoonga's patches
  • Look into adding an extra tab into MAME32 (possibly customizable)
  • Get SirPoonga's patches to run under DOS version
  • Look into porting to other systems (Mac, Linux, DC, GP32, others)
« Last Edit: September 10, 2003, 05:37:07 pm by TheGatesofBill »

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Re:No Name MAME
« Reply #91 on: September 10, 2003, 05:39:46 pm »
[
  • Add CocktailMAME switch (probably -cocktail)
  • Fix CRC's from MiSFiTMAME
  • Add features from MamePlus
  • Add decrypted NeoGeo sets from MamePlus
  • Check PatchMame for a driver for Sauro (bootleg)
  • Look into errors in SirPoonga's patches
  • Look into adding an extra tab into MAME32 (possibly customizable)
  • Get SirPoonga's patches to run under DOS version
  • Look into porting to other systems (Mac, Linux, DC, GP32, others)

methinks i found a new mamebuild to use, and if this goes to linux, that'd be completely awesome
It's all about the Pentiums

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Re:No Name MAME
« Reply #92 on: September 10, 2003, 05:58:40 pm »
DOS, AHHHHHHHHHHHHHHHHHHHHHHHH!!!

Yeah, as I stated earlier, I haven't ported the source to DOS.  I have no motivation to do so :)  The artwork hack may not work so well in DOS.  I am using a windows specific variable to get the screen aspect ratio or something like that.

However if anyone wants help understanding a hack let me know.

Yeah, I think I found a build I will probably use.

After I get controls.dat going I plan on working on some other mame hacks I have in mind, like having the input menu save to ctrlr files instead of cfg and a -cocktail option that enables the cocktail dipswitch on such games.  uRebel and I have an idea on how to do that.

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Re:No Name MAME
« Reply #93 on: September 10, 2003, 05:58:52 pm »
I'd like to put it on Linux. But as I am currently without a Linux box, I cannot test it (or compile it). I have the same problem with the Macintosh (that and I have no idea how to compile on a Mac). I hope that lost will soon shrink as I think I'll have plenty of time to work on it this weekend. ;D

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Re:No Name MAME
« Reply #94 on: September 10, 2003, 06:01:57 pm »
... and a -cocktail option that enables the cocktail dipswitch on such games.  uRebel and I have an idea on how to do that.
I believe I've mentioned planning on doing that myself. I was just going to make some modifications to the cocktail patch, but I can't get the stupid thing to compile. :(

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Re:No Name MAME
« Reply #95 on: September 10, 2003, 06:25:53 pm »
Well, I was planning on doing it as a commandline option, not a bat file that modifies the drivers.

BTW, now, compiling for a mac is easy, it's just unix :)

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Re:No Name MAME
« Reply #96 on: September 10, 2003, 07:12:29 pm »
Well, I was planning on doing it as a commandline option, not a bat file that modifies the drivers.

BTW, now, compiling for a mac is easy, it's just unix :)
As was I, see my todo list. ;) And its an exe, not a bat, just for the record.

And I thought the new Macs were unix based, yet there is still a MacMAME version. Will XMAME not run under OSX?

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Re:No Name MAME
« Reply #97 on: September 10, 2003, 07:17:45 pm »
Everyone who had the problems, where you using the DOS or the Windows build?

Sorry, I am using the Windows version...

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Re:No Name MAME
« Reply #98 on: September 10, 2003, 08:14:50 pm »
Damn. Time to go back and check tons of code. Sounds like fun. >:( Anyways, I do not have time tonight, schoolwork was crazier than I thought. I will try to get some work done this weekend.

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Re:No Name MAME
« Reply #99 on: September 10, 2003, 08:34:28 pm »
Hmm... I just looked at the code that would affect this portion of No Name, and it is there, exactly as Poonga's site says it should be. So I tested it, and sure enough, it doesn't work, either from the command line or from noname.ini. Right now I'm doing a complete recompile in the off chance that fixes anything (I doubt it though). I'll let you guys know if I get this thing figured out.

UPDATE: No dice. Now I know this code is right, so I have no idea what the problem is.
« Last Edit: September 10, 2003, 09:15:53 pm by TheGatesofBill »

SirPoonga

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Re:No Name MAME
« Reply #100 on: September 11, 2003, 12:14:29 am »
And I thought the new Macs were unix based, yet there is still a MacMAME version. Will XMAME not run under OSX?

xmame may not run, it used svglib I think if outside of x11.
Howver, next version of OS X will support x11.



Ok, as for the option issue, I forgot what game I tried with it, probably 64street.

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Re:No Name MAME
« Reply #101 on: September 11, 2003, 08:56:23 am »
I'm coming in late on the discussion, but I couldn't get the -skip_baddumps hack to work either. It didn't work in noname.exe and it didn't work when I added it myself.

I'm a major Mr. Do's Wild Ride fan, and it needs this skip to work in a front end.

I just commented out the part where it waits for a key press for my personal version.

Nice hacks, SirP!  If your math is wrong on the artwork crop, I can't tell from the screen  ;)


Rocky

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Re:No Name MAME
« Reply #102 on: September 11, 2003, 05:56:41 pm »
I actually just fixed -skip_baddumps today during a 45 minute open (took the whole period). I couldn't get SirPoonga's method to work any way I sliced it, so I redid the parts in common.c myself. I haven't had a chance to test -skip_gamewarnings yet, but I haven't touched it, so if it was broken, it still is.

UPDATE: I just tested -skip_gamewarnings, and it does work.
« Last Edit: September 11, 2003, 06:15:40 pm by TheGatesofBill »

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Re:No Name MAME
« Reply #103 on: September 11, 2003, 06:16:17 pm »
What did oyu change?

Maybe mame change since .67 which was they last time I compiled any of my hacks.

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Re:No Name MAME
« Reply #104 on: September 11, 2003, 06:31:05 pm »
Assuming your starting with a fresh common.c (aka without your version).

After:
extern int bailing;
Add:
if (!options.skip_baddumps)
{
After:
if (keyboard_pressed(KEYCODE_LCONTROL) && keyboard_pressed(KEYCODE_C))
return 1;
Add:
}

I'd include line numbers, but I'm sure mine are different than the average ones. And that is based on the MAME 0.73 source. I'm sure its not the best way to do it, but hey, it works. ;)

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Re:No Name MAME
« Reply #105 on: September 11, 2003, 07:38:00 pm »
I took a look, my code should work.  I don't like your code because the bad roms warning doesn't get printed.  I use that.  but there isn't a reason for it not working the way I did it.

Edit:  figured out why.  Here s a better idea

After:
/* display the result */
      printf("%s", romdata->errorbuf);
Add:
if (!options.skip_baddumps)
{

After:
if (keyboard_pressed(KEYCODE_LCONTROL) && keyboard_pressed(KEYCODE_C))
return 1;
Add:
}
« Last Edit: September 11, 2003, 07:56:31 pm by SirPoonga »

TheGatesofBill

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Re:No Name MAME
« Reply #106 on: September 11, 2003, 08:20:28 pm »
I took a look, my code should work.  I don't like your code because the bad roms warning doesn't get printed.  I use that.  but there isn't a reason for it not working the way I did it.

Edit:  figured out why.  Here s a better idea

After:
/* display the result */
      printf("%s", romdata->errorbuf);
Add:
if (!options.skip_baddumps)
{

After:
if (keyboard_pressed(KEYCODE_LCONTROL) && keyboard_pressed(KEYCODE_C))
return 1;
Add:
}
I personally like the bad dumps message not being displayed, it seems to make more literal sense, and is what I'd expect. If several people tell me that they like it your way (say: 3 people) I'll use it instead. And I know your code should work, but for some reason, it didn't.

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Re:No Name MAME
« Reply #107 on: September 11, 2003, 09:00:52 pm »
Well my server is dead, gone, kaput, toast, destroyed, etc.

What really sucks is I had a ton of irreplacable files on it. Lucklily, it seems I have all of No Name Development backed up on my laptop, but I've lost a ton of files (rougly 1.5 gigs of data I cannot replace). A word of advice, make backups. Often.

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Re:No Name MAME
« Reply #108 on: September 11, 2003, 09:39:49 pm »
Here's my reasoning.  It will only print if the game uses bad roms to the command line window then.  That;s a good thing.  It will tell the user if there is a problem with the game it might be because of the bad rom.  Completely hiding it causes people to think there is a bug with the driver.

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Re:No Name MAME
« Reply #109 on: September 11, 2003, 09:49:12 pm »
Good thinking. I'll use your way.

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Re:No Name MAME
« Reply #110 on: September 11, 2003, 09:51:35 pm »
Yup, who do you think asked sirp to do the hack?  It's included in lzmame and the message is still in there (although the wiat for user input was removed) not only for the reasons that sirp mentioned but for the fact that it explicitly says in the mame eula that you shouldn't remove warning messages under ANY circumstances.  So technically your hack is illegal, just like adding in test drivers, ect....

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Re:No Name MAME
« Reply #111 on: September 11, 2003, 09:58:26 pm »
I don't think so.

Quote from: mame.txt
...
There are some specific modifications to the source code which go against
the spirit of the project. They are NOT considered a derivative work, and
distribution of executables containing them is strictly forbidden. Such
modifications include, but are not limited to:
   - enabling games that are disabled
   - changing the ROM verification commands so that they report missing games
   - removing the startup information screens
...
Quote

Please note, I have not removed the startup screens (or any other screens for that matter). They are still there, but the end user can now skip them. In fact, the official MAME now allows you to skip the startup information screen, so if what you say is true, anything based off of a recent MAME is illegal. I'll run this by my older brother (studying to be a lawyer) and see what he thinks if anyone cares enough to bother me more about it.
« Last Edit: September 11, 2003, 10:41:11 pm by TheGatesofBill »

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Re:No Name MAME
« Reply #112 on: September 11, 2003, 10:21:24 pm »
ACtually, that would be correct.  It can't come with the info removed, the user has the choice to disable it.

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Re:No Name MAME
« Reply #113 on: September 12, 2003, 12:42:04 pm »
Well my server is dead, gone, kaput, toast, destroyed, etc.

What really sucks is I had a ton of irreplacable files on it. Lucklily, it seems I have all of No Name Development backed up on my laptop, but I've lost a ton of files (rougly 1.5 gigs of data I cannot replace). A word of advice, make backups. Often.

I can't believe that after you said it was going to die, and you 'resurrected' it you didn't backup then.

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Re:No Name MAME
« Reply #114 on: September 12, 2003, 03:36:25 pm »
Well my server is dead, gone, kaput, toast, destroyed, etc.

What really sucks is I had a ton of irreplacable files on it. Lucklily, it seems I have all of No Name Development backed up on my laptop, but I've lost a ton of files (rougly 1.5 gigs of data I cannot replace). A word of advice, make backups. Often.

I can't believe that after you said it was going to die, and you 'resurrected' it you didn't backup then.
What can I say, I'm an idiot. I've got it to boot into Windows now, but it immedialtely BSoD's on me and dies. I think I might be able to set it as a slave and get the data off that way. Otherwise, I could try throwing it in the freezer (which was suggested many times).

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Re:No Name MAME
« Reply #115 on: September 12, 2003, 03:43:55 pm »
If you're getting the Blue Screen Of Death, then that means it's probably a software issue...
It could still be a hard drive problem, but if you can set it to slave in another machine & it works fine to get the info off, then don't go putting it in the freezer. That's only for hardware failures.

Good luck getting your data off! I know it's a pain when hard drives crash. :P
I'm not a freak!...
Oh wait...
Yes I am...

TheGatesofBill

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Re:No Name MAME
« Reply #116 on: September 12, 2003, 04:37:43 pm »
Bah, I got it to be detected as a slave in another computer. The problem? Before, the 2gig drive was full. Now, there is only 300 megs used. And the folder that held all my web stuff is completely empty.  >:(

Oh, and it was hardware problems. And always has been.
« Last Edit: September 12, 2003, 04:38:36 pm by TheGatesofBill »

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Re:No Name MAME
« Reply #117 on: September 16, 2003, 06:42:35 am »

  • Add CocktailMAME switch (probably -cocktail)
  • Fix CRC's from MiSFiTMAME
  • Add features from MamePlus
  • Add decrypted NeoGeo sets from MamePlus
  • Check PatchMame for a driver for Sauro (bootleg)
  • Look into errors in SirPoonga's patches
  • Look into adding an extra tab into MAME32 (possibly customizable)
  • Get SirPoonga's patches to run under DOS version
  • Look into porting to other systems (Mac, Linux, DC, GP32, others)

Thanks for looking into the extra tab idea I had and I hope I'm not pushing my luck but what about support for Kaillera too?

Anyay just an idea keep the good work up.

Retro

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Re:No Name MAME
« Reply #118 on: September 16, 2003, 06:48:26 am »
I actually have the code to MAME32k (with Kalliera support) on my computer. But I haven't had a chance to look at it yet.

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Re:No Name MAME
« Reply #119 on: September 16, 2003, 06:54:50 am »
Well, I'm sure you'll get to it when you get a chance. ;D

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Re:No Name MAME
« Reply #120 on: September 17, 2003, 07:37:06 pm »
ThegatesofBill, just wondering if your site is still around?
« Last Edit: September 18, 2003, 12:28:12 pm by creatine28 »

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Re:No Name MAME
« Reply #121 on: September 17, 2003, 09:03:11 pm »
It's around, but my server is dead. So until either I get it working again, or SourceForge approves my darn account (I think they said they'll do it by the 23rd now), it will be offline. I actually have a new version ready to release once I have a place to release it.

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Re:No Name MAME
« Reply #122 on: September 20, 2003, 06:14:40 pm »
I don't think so.

Quote from: mame.txt
...
There are some specific modifications to the source code which go against
the spirit of the project. They are NOT considered a derivative work, and
distribution of executables containing them is strictly forbidden. Such
modifications include, but are not limited to:
   - enabling games that are disabled
   - changing the ROM verification commands so that they report missing games
   - removing the startup information screens
...
Quote

Please note, I have not removed the startup screens (or any other screens for that matter). They are still there, but the end user can now skip them. In fact, the official MAME now allows you to skip the startup information screen, so if what you say is true, anything based off of a recent MAME is illegal. I'll run this by my older brother (studying to be a lawyer) and see what he thinks if anyone cares enough to bother me more about it.
Right, startup screens were disabled, (on option), but not removed in the official MAME builds.  I think they should have revised the .txt file when they changed that, but they didn't.

I have a question about

- enabling games that are disabled

Doesn't PONG fall into this.  I am just asking because I know prior to this the only way to add PONG (realistically) was SMAME (a Binary with ONLY removed games), and M.A.S.H's source code changes.

Not trying to cause problems, but just asking the question.
It's not what you take when you leave this world behind you, it's what you leave behind you when you go. - R. Travis.
When all is said and done, generally much more is SAID than DONE.

TheGatesofBill

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Re:No Name MAME
« Reply #123 on: September 20, 2003, 07:36:07 pm »
Nope. Pong was removed not disabled. There is a difference. The disabled drivers are in the source code but are turned off (also known as the testdrivers), they are usually used when they are working on new drivers, but don't want to get thousands of e-mails asking why the game barely loads.

rajo

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Re:No Name MAME
« Reply #124 on: September 25, 2003, 04:21:17 pm »
Just wanted to ppint out that there are still people who liked No Name MAME, and who care what;s upo with it

Have a nice MAMEing all of you

TheGatesofBill

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Re:No Name MAME
« Reply #125 on: September 25, 2003, 05:07:08 pm »
Currently, I have No Name MAME 0.74u1.08 ready for release, but no place to put it. Also, SourceForge's promised deadline of 9/23 has been and gone, so I guess its time to start begging elsewhere. It is still very much an active project, but it is also a homeless one. I'll let everyone know what is up as soon as I know myself.

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Re:No Name MAME
« Reply #126 on: September 25, 2003, 07:19:55 pm »
I have a couple of paid websites that I could probably put it on for download.  I get 8 gig of downloads a month.  I'm probably not using 100 meg of that.

LMK

Art
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Re:No Name MAME
« Reply #127 on: September 25, 2003, 07:41:28 pm »
What about a GeoCities account?  You'd at least be able to have it downloadable.

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Re:No Name MAME
« Reply #128 on: September 25, 2003, 08:52:42 pm »
Tomorrow is Friday. If I haven't found a better place to put it by then, I'll nab some temporary space on a free site.

JackTucky - Contact me via e-mail if you are still interested in loaning me some space.

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Re:No Name MAME
« Reply #129 on: September 25, 2003, 09:14:25 pm »
Well, my SF account was finally approved. :o So I'm starting to transfer files to it. I'll let you guys know once I get it up.

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Re:No Name MAME
« Reply #130 on: September 25, 2003, 10:08:27 pm »
After the move maybe you can work on adding the analog+ XP improvements to your build.  Hint Hint nudge nudge  ;)
"Look at all those hamburgers. You can't eat all those hamburgers you stupid fella, OH GEEZ!" "OH he's gonna do it! He's so rediculous."

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Re:No Name MAME
« Reply #131 on: September 26, 2003, 05:35:12 am »
Trust me, I'm planning on it. However, that would mean yet another build I need to release (that would be the fourth or fifth). I'm going to fix a few things in 0.74u1.08, then get myself a copy of the Analog+XP source and start fiddling.

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Re:No Name MAME
« Reply #132 on: September 26, 2003, 05:42:02 am »
I'm looking forward to any future releases of No Name Mame32. Keep them coming.

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Re:No Name MAME
« Reply #133 on: September 26, 2003, 05:50:07 am »
I'm looking forward to any future releases of No Name Mame32. Keep them coming.
*smacks forehead*
D'oh! I need to get some stuff done to MAME32. All of the features are there, you just can't turn them on or off. I'll definately try to get to that next version.

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Re:No Name MAME
« Reply #134 on: September 26, 2003, 06:10:18 am »
I'm looking forward to any future releases of No Name Mame32. Keep them coming.
*smacks forehead*
D'oh! I need to get some stuff done to MAME32. All of the features are there, you just can't turn them on or off. I'll definately try to get to that next version.

Hey, mind if you share some of that. ;)  Mame32Analog+ (when it includes a mame32 build :-\ ) can't change the settings except through hand editting the mame32 ini files.  I suck at doing the windows control/tab stuff, and never got anything working.  I might be smart enough to strip the NoName but-non-Analog+ stuff from your code by myself, but don't want to step on toes.
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TheGatesofBill

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Re:No Name MAME
« Reply #135 on: September 26, 2003, 08:36:28 pm »
I haven't actually gotten too deep into the MAME32 code yet, but if I find an effective way of changing settings, I'll be sure to drop you a line.

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Re:No Name MAME
« Reply #136 on: September 26, 2003, 09:13:28 pm »
The new version of No Name MAME (finally). I've had some versions ready for a while, but couldn't release them because my server died. Now that my SourceForge account was (finally) approved, I can release it. Its a little messy (I commented over 20 lines out without really checking what they were), but it works.

Changes in this version:
0.74u1.08:
 - Updated to MAME 0.74u1 source code
 - Now using the folders from the MAME32 0.74
 - Further graphical customization of MAME32 version (Thanks Curt Grymala)
 - Added Controls folder to MAME32 (from hooded_paladin, old and outdated though)
 - Fixed SirPoonga's -skip_baddumps
 - Screwed up Analog+ parts inptport.c during MAME source upgrade, commented out lines so it would compile

SourceForge Listing

Dariusz

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Re:No Name MAME
« Reply #137 on: September 27, 2003, 08:10:48 pm »
Hi,

What is No Name MAME all about?

Kind Regards,

Dariusz

The new version of No Name MAME (finally). I've had some versions ready for a while, but couldn't release them because my server died. Now that my SourceForge account was (finally) approved, I can release it. Its a little messy (I commented over 20 lines out without really checking what they were), but it works.

Changes in this version:
0.74u1.08:
 - Updated to MAME 0.74u1 source code
 - Now using the folders from the MAME32 0.74
 - Further graphical customization of MAME32 version (Thanks Curt Grymala)
 - Added Controls folder to MAME32 (from hooded_paladin, old and outdated though)
 - Fixed SirPoonga's -skip_baddumps
 - Screwed up Analog+ parts inptport.c during MAME source upgrade, commented out lines so it would compile

SourceForge Listing

TheGatesofBill

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Re:No Name MAME
« Reply #138 on: September 27, 2003, 09:37:50 pm »
Hi,

What is No Name MAME all about?

Kind Regards,

Dariusz
I believe I've answered this a few times, but whatever.

No Name MAME started just by adding new drivers (and readding removed drivers). Now I've also started adding in tons of features, the most notable being the Analog+ changes from u_rebelscum. I also keep up to date with Haze's patches (basically MAME WIP versions).

I personally think that No Name MAME is the best MAME version of MAME available, but on the other hand, I'm a bit biased.

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Re:No Name MAME
« Reply #139 on: September 29, 2003, 10:13:22 am »
Two questions - I saw a DOS and a MAME32 version of No Name MAME.  Is/will there be a Windows command line version.

http://www.mameworld.net/mameinfo/ has a number of "fixes" for MAME (notably sound in Armor Attack, cinematronics games, and auto-turbo for the deco-cassette games).  Could these be added to no-name MAME?

Thanks!
It's not what you take when you leave this world behind you, it's what you leave behind you when you go. - R. Travis.
When all is said and done, generally much more is SAID than DONE.

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Re:No Name MAME
« Reply #140 on: September 29, 2003, 11:42:33 am »
Hello,

Is the skip-gamewarnings and skip-baddumps options included in the latest dos release of noname ?.

TheGatesofBill

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Re:No Name MAME
« Reply #141 on: September 29, 2003, 03:26:25 pm »
There is a Windows command line version. Look for the versions ending in -win (the -mame32 is the one with the GUI).

I don't see those fixes. However I did find some MAME32 related code that I will look into adding. If you have a more specific link, or could point me to where it is, please reply.

NickS, I'm sorry, but I'm not quite sure what I've done with the DOS version yet. I'll have to take a poke around later. If I remember correctly though, I have not. I hope to get to it soon, but school and my paying jobs come first. :-[

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Re:No Name MAME
« Reply #142 on: September 29, 2003, 05:52:32 pm »
the skip stuff won't work in DOS by default.  I use windows commandline hence that is what it is designed for.  It isn't hard to apply the hacks to the DOS source though.

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Re:No Name MAME
« Reply #143 on: September 29, 2003, 06:31:38 pm »
the skip stuff won't work in DOS by default.  I use windows commandline hence that is what it is designed for.  It isn't hard to apply the hacks to the DOS source though.
I know, but I can't remember whether or not I fixed it in DOS yet. Looking at the changelog, it doesn't look like I have, and seeing how I just finished a few hours of coding, I don't feel like checking in the code or adding it right now.

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Re:No Name MAME
« Reply #144 on: September 30, 2003, 11:04:02 am »
I don't see those fixes. However I did find some MAME32 related code that I will look into adding. If you have a more specific link, or could point me to where it is, please reply.
It USED to be where a said, www.mameworld.net/mameinfo.

I did an archive.org search and found this, but the links don't work:

http://web.archive.org/web/20021011102918/www.mameworld.net/mameinfo/

FMAME was the name of the build, though.  Anything you can dig up will be appreciated.

Also, if you could add the new QMAME stuff in: http://members.cox.net/brado426/QMAME

Thanks!!!
It's not what you take when you leave this world behind you, it's what you leave behind you when you go. - R. Travis.
When all is said and done, generally much more is SAID than DONE.

Tiger-Heli

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Re:No Name MAME
« Reply #145 on: September 30, 2003, 03:23:34 pm »
It's not what you take when you leave this world behind you, it's what you leave behind you when you go. - R. Travis.
When all is said and done, generally much more is SAID than DONE.

TheGatesofBill

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Re:No Name MAME
« Reply #146 on: September 30, 2003, 03:28:01 pm »
Tiger-Heli: I downloaded QMAME and I'll start looking at the source ASAP.

As for FMAME, it appears that all the changes have either been made in more recent versions of MAME or are available from their site. If I am mistaken, please let me know.

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Re:No Name MAME
« Reply #147 on: September 30, 2003, 04:00:17 pm »
As for FMAME, it appears that all the changes have either been made in more recent versions of MAME or are available from their site. If I am mistaken, please let me know.
I don't think the latest MAME has sound in Armor Attack and War of the Worlds, or a Turbo mode for the DECO cassette games, but I could be wrong.  And nothing except the info.dat stuff seems to be available from their site.  I'll see about locating those old files.
It's not what you take when you leave this world behind you, it's what you leave behind you when you go. - R. Travis.
When all is said and done, generally much more is SAID than DONE.

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Re:No Name MAME
« Reply #148 on: September 30, 2003, 04:04:29 pm »
True, I know there is no sound in WOTW. If you can find the code, I'll see whats new and add it.

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Re:No Name MAME
« Reply #149 on: September 30, 2003, 06:26:53 pm »
I found a version of MAME called AdvanceMAME+, which claims to include FMAME. However, the only download is a large, outdated diff file that already has many changes I have added. If you can find your copy, please send it along.

Also, I moved my To Do list to SourceForge's Tasks thing. In doing so I noticed an old request to add the Sauro (Bootleg) driver from PatchMAME. I did that in under 30 seconds, but in doing so, I discovered PatchMAME includes other drivers I do not yet have. When I get a chance, I will weed those out and add them to No Name MAME.

SirPoonga

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Re:No Name MAME
« Reply #150 on: September 30, 2003, 06:38:31 pm »
hehe, now you will start adding mame plus's cool menus and command.dat :)

TheGatesofBill

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Re:No Name MAME
« Reply #151 on: September 30, 2003, 07:10:46 pm »
hehe, now you will start adding mame plus's cool menus and command.dat :)
I've been meaning to do the mame plus menus for a while. But what is command.dat? Is that a part of mame plus?

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Re:No Name MAME
« Reply #152 on: September 30, 2003, 08:49:35 pm »
yeah, commands.dat is a mame plus dat file.  It contains moves for fighters.

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Re:No Name MAME
« Reply #153 on: October 01, 2003, 06:49:37 am »
I found a version of MAME called AdvanceMAME+, which claims to include FMAME. However, the only download is a large, outdated diff file that already has many changes I have added. If you can find your copy, please send it along.

Also, I moved my To Do list to SourceForge's Tasks thing. In doing so I noticed an old request to add the Sauro (Bootleg) driver from PatchMAME. I did that in under 30 seconds, but in doing so, I discovered PatchMAME includes other drivers I do not yet have. When I get a chance, I will weed those out and add them to No Name MAME.
Hey, found an OLD version of the file and upped it to:

http://www.fraggersxtreme.com/museum/Temp/Compile-MAME37b16.zip

AFAICT, this file is for changing the DOS version and not the NEW win32 version (?!?).  But it's written in a "Change line xx from YYY to ZZZ format, which might help, since I imagine the code has changed in 30-some revisions.

BTW, thanks again for adding this.  It's gonna be awesome to eventually get a build with Analog +, SirP's hacks, artwork stretch, and M.A.S.H.'s fixes and Pong all in one version.
It's not what you take when you leave this world behind you, it's what you leave behind you when you go. - R. Travis.
When all is said and done, generally much more is SAID than DONE.

TheGatesofBill

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Re:No Name MAME
« Reply #154 on: October 01, 2003, 04:26:30 pm »
Tiger: I actually prefer the standard diff format, especially since about 75% of it will usually still patch correctly.  ;)

Any chance anyone knows where to get a more recent version? Either newer one will be better than this, but the newest is the most desirable.

u_rebel: I'm trying to upgrade Analog+ from 0.72.1 to 0.74.1 in No Name (I've already changed the MAME core), any chance you have any suggestions as to how to do this? (Or do I need to just go and compare the diffs line by line?) Also what is the difference between the two diffs in the XP version?

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Re:No Name MAME
« Reply #155 on: October 01, 2003, 04:34:37 pm »
Tiger: I actually prefer the standard diff format, especially since about 75% of it will usually still patch correctly.  ;)

Any chance anyone knows where to get a more recent version? Either newer one will be better than this, but the newest is the most desirable.

That's the only one I have.  Was lucky I even saved it.  The sound fixes are pretty simple though, he's just using the Star Castle and Star Hawk (?) sounds in the other games.  Not sure how complex the other fixes are, though.
It's not what you take when you leave this world behind you, it's what you leave behind you when you go. - R. Travis.
When all is said and done, generally much more is SAID than DONE.

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Re:No Name MAME
« Reply #156 on: October 01, 2003, 05:09:13 pm »
I'll look into the changes and decide on them on a case by case basis. ;)

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Re:No Name MAME
« Reply #157 on: October 02, 2003, 04:07:48 am »
u_rebel: I'm trying to upgrade Analog+ from 0.72.1 to 0.74.1 in No Name (I've already changed the MAME core), any chance you have any suggestions as to how to do this? (Or do I need to just go and compare the diffs line by line?)

Mame has made changes in some of the same spots as analog+ changes, so you'll run into problems if you try to just use the diffs.  :(  I haven't found a nice and simple way besides either:

a) trying to apply an old patch and fixing the places the patch failed; besides the spots that fail, the biggest problem is sections incorrectly patched to the wrong spot), or

b) comparing the old analog+ diff with the new mame diff and removing (if possible) the parts I don't need in the analog+ diff, and then a).

I often run into a snag or two.  Right now, mame changed the save input cfg functions with 0.74u1, and I'm trying to move the analog+ save mouse config files over to the same area as mame, but the move be mame isn't complete.  So places from the analog+ 0.74.1 diff applied correctly to mame 0.74u1 that shouldn't have.


Something you might want to try for multiple version changes (this might help some, but won't stop all hand, line by line checking):
Make 4 folders:  analog+ 0.72, analog+ 0.74, mame 0.72, mame 0.74.  Create a diff between the two analog folders, and one between the mame folders.  Remove all changes that are in both the analog diff and the mame diff.  Use all changes that are just in the analog diff.  Sections that conflict (same spot, different change) will need to go over by hand.  (I guess remove all that you already applied.)

Not always easy. :-\  You can PM or email me if there are any spots you need help applying.

Quote
Also what is the difference between the two diffs in the XP version?

The smaller diff is from "normal" mameAnalog+ 0.74.1 to "XP version" mameAnalog+ 0.74.1.
The larger is from official mame directly to the "XP version" mameAnalog+ 0.74.1.

I should have put that in the readme, sorry.
Robin
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TheGatesofBill

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Re:No Name MAME
« Reply #158 on: October 02, 2003, 05:18:03 am »
Thanks. I guess I'll work on it this weekend, no way I can sit down and do tons of line checking during the school week.

TheGatesofBill

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Re:No Name MAME
« Reply #159 on: October 07, 2003, 10:42:51 pm »
Emulator No Name MAME 0.74u2.09

System PC - Windows

The next version of No Name MAME. Now includes support for a whopping 4764 games, many thanks to MAME dropping the TESTDRIVER system. Not too many important changes, but I'll get to that later. I felt there were enough changes to warrant a release.

Changes in this version:
0.74u2.09:
 - Updated to MAME 0.74u2 source code
 - Fixed a few CRC errors in the MiSFiTMAME drivers (thanks Vladimir Rajovic)
 - Made changes from MAMEinfo (including MAME32 changes)
 - Made QMAME changes (except for the knocker stuff, which needs VC++)
 - Added Sauro (Bootleg) driver (from PatchMAME)

SourceForge Listing
« Last Edit: October 07, 2003, 10:46:16 pm by TheGatesofBill »

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Re:No Name MAME
« Reply #160 on: October 08, 2003, 07:27:02 am »
many thanks to MAME dropping the TESTDRIVER system.
 - Made changes from MAMEinfo (including MAME32 changes)
 - Made QMAME changes (except for the knocker stuff, which needs VC++)
Thanks for adding the QMAME stuff.  Regarding MAMEinfo - Did the Cinematronics sound fixes get added?

Now the big question - This may not be the right place to post this, but I'll start here anyway.

I used to use TESTDRIVER as a crude filter system, as follows:

I have a text file: Removedgames.txt (updated each revision to only include games still in MAME).  It contains the ROM names of 1257 (mostly Mahjong, etc.) games that I didn't want to see/didn't want my kids to know about.

I would run a WordPerfect Macro (only way I could find to make it work), which read the rom name, searched in driver.c, found the same name, verified it found the correct name (i.e. if searching for spool3, that it found spool3, not spool3a (which contains spool3), and then searched backward to find DRIVER and changed it to TESTDRIVER.  I would then compile MAME with the revised Driver.c file and end up with a version that looked like these 1257 games didn't even exist.  Useful for running ClrMAME pro for rom searches, etc., since I didn't have these roms.

I assume this method will no longer work.  And I suppose what I need is a program that will read my list, search driver.c and remove the DRIVER line containing the ROM.

Anyone want to write something like this?  Or are there better options that I'm not seeing???  Or have I got the whole idea wrong?

Would there be a way to write no-name MAME with an option to treat TESTDRIVERS the way previous MAME versions did; or do ClrMAMEpro and frontends build -listinfo before checking this?

Thanks in advance!!!

UPDATE:  The removedgames.txt format is one game per line, alphabetical, so I can add new unwanted games to the bottom of the list, and then use the sort function in Word to realphabetize.
« Last Edit: October 08, 2003, 07:31:41 am by Tiger-Heli »
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creatine28

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Re:No Name MAME
« Reply #161 on: October 08, 2003, 01:24:42 pm »
Emulator No Name MAME 0.74u2.09

System PC - Windows

The next version of No Name MAME. Now includes support for a whopping 4764 games, many thanks to MAME dropping the TESTDRIVER system. Not too many important changes, but I'll get to that later. I felt there were enough changes to warrant a release.

Changes in this version:
0.74u2.09:
 - Updated to MAME 0.74u2 source code
 - Fixed a few CRC errors in the MiSFiTMAME drivers (thanks Vladimir Rajovic)
 - Made changes from MAMEinfo (including MAME32 changes)
 - Made QMAME changes (except for the knocker stuff, which needs VC++)
 - Added Sauro (Bootleg) driver (from PatchMAME)

SourceForge Listing


Quick question, in the source are the drivers with \\ in front of the name commented out?  

Thanks!

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Re:No Name MAME
« Reply #162 on: October 08, 2003, 01:35:30 pm »
Quick question, in the source are the drivers with \\ in front of the name commented out?  

Thanks!
Don't know, but if so, that simplifies my problem.  (I can change the macro to add "\\ DRIVER" instead of "TESTDRIVER", but getting it to delete the entire line might be tough.
It's not what you take when you leave this world behind you, it's what you leave behind you when you go. - R. Travis.
When all is said and done, generally much more is SAID than DONE.

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Re:No Name MAME
« Reply #163 on: October 08, 2003, 03:51:45 pm »
Tiger, commenting out the drivers will have the same effect.

creatine, that is because they are duplicates. I've left them in to help me keep my sanity.

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Re:No Name MAME
« Reply #164 on: October 08, 2003, 07:21:46 pm »
creatine, that is because they are duplicates. I've left them in to help me keep my sanity.


Hmm,  I just noticed  that the driver knightb is marked with // in front of it, but i dont see a duplicate of it anywhere?  

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Re:No Name MAME
« Reply #165 on: October 08, 2003, 09:00:37 pm »
I'll take a look at it, but chances are that either:
A) I haven't gotten to adding it in yet; or
B) It won't compile for some reason
Of course, there is also always the possibility that its accidentally commented out.

Oh, and I'd like to say, I'm currently looking into making a bootable CD using No Name MAME and either Linux (pending me finishing the Linux port) or FreeDOS. I think that it is too cool to pass up. ;D

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Re:No Name MAME
« Reply #166 on: October 10, 2003, 02:04:23 am »
freedos would probably be pretty easy to do.  Person make a folder with freedos setup in it.  Modify and bat file to setup files.  then burn to cd.

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Re:No Name MAME
« Reply #167 on: October 10, 2003, 10:30:27 am »
---snip--

Oh, and I'd like to say, I'm currently looking into making a bootable CD using No Name MAME and either Linux (pending me finishing the Linux port) or FreeDOS. I think that it is too cool to pass up. ;D

That is too cool. So, I could build a small dedicated vertical machine with no hard drive....correct?  ;D
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Re:No Name MAME
« Reply #168 on: October 10, 2003, 11:34:30 am »
Correct, however you will have to do all your settings before you burn to cd and you won't be able to save high scores without somethign writable.

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Re:No Name MAME
« Reply #169 on: October 13, 2003, 10:47:29 pm »
Correct, however you will have to do all your settings before you burn to cd and you won't be able to save high scores without somethign writable.
Thats easy enough, just have it save to a floppy by default.

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Re:No Name MAME
« Reply #170 on: October 14, 2003, 12:13:42 am »
Does linux support those usb thumb drives?  128megs for $40 now.

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Re:No Name MAME
« Reply #171 on: October 14, 2003, 04:11:32 pm »
Does linux support those usb thumb drives?  128megs for $40 now.
I'm pretty sure it does. However, I have never tried it since I don't own one. But using Linux instead of FreeDOS will require considerably more work as I don't have a Linux port yet.

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Re:No Name MAME
« Reply #172 on: October 16, 2003, 04:34:59 am »
Mostly just updating to the new MAME source and some house cleaning things. Lots more to do still though.

Changes in this version:
0.75u1.10:
 - Updated to MAME 0.75u1 source code
 - Fixed more CRC errors (thanks again to Vladimir Rajovic)
 - Added several ATHLON optimizations in the makefile (from SmoothMame)
 - More sloppy unprofessional Analog+ code comment outs

SourceForge Listing

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Re:No Name MAME
« Reply #173 on: October 16, 2003, 07:25:18 pm »
ThegateofBill,   just wanted to say thanks again for the work on Nonamemame!   Keep up the great work!

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Re:No Name MAME
« Reply #174 on: October 17, 2003, 01:27:46 am »
Does this have full support for more then one mouse in xp now?

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Re:No Name MAME
« Reply #175 on: October 17, 2003, 01:42:31 am »
This thread is getting long, does no name support fruit machines?  I;ve wanted to try those out.

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Re:No Name MAME
« Reply #176 on: October 17, 2003, 06:13:01 am »
Does this have full support for more then one mouse in xp now?
Not yet. Even regular Analog+ things are pretty messy. I'll fix it when I get a chance. Hopefully by the next version.
This thread is getting long, does no name support fruit machines?  I;ve wanted to try those out.
Hmm... I don't know. I think Lucky Today might be one,  and it does support that, but I can't remember. If you have any drivers for fruit machines, feel free to send them my way.

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Re:No Name MAME
« Reply #177 on: October 17, 2003, 06:43:40 am »
How about this code change:
u-rebel thinks it may allow me to use 2 TV-Out lightguns.

Quote from u_rebelscum:
Mame is not set up to use the new actlab 2 player method.  Actually, the code looks like it will work in win98 & winME as a side effect, but not win2k/XP.
// if out of range, skip it
if (!use_lightgun || !win_physical_width || !win_physical_height || player >= lightgun_count)

Win2k/XP can only count one lightgun, while winME/98 do count the number of lightguns.  Sounds like you'll need to either edit above line or use MameAnalog+.

Hmm, I think changing the line to Code:
if (!use_lightgun || !win_physical_width || !win_physical_height || (player >= lightgun_count && player > 2))
 
will do it.

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Re:No Name MAME
« Reply #178 on: October 17, 2003, 03:51:52 pm »
Bill, I don't quite understand what you want. Do you want me to make that change, or just update the Analog+ code (or both)?

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Re:No Name MAME
« Reply #179 on: October 17, 2003, 04:42:50 pm »
Quote from: TheGatesofBill
Hmm... I don't know. I think Lucky Today might be one,  and it does support that, but I can't remember. If you have any drivers for fruit machines, feel free to send them my way.
Quote
More of the fact that I found some fruit machine roms that I wanted to try out.

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Re:No Name MAME
« Reply #180 on: October 17, 2003, 06:35:41 pm »
Bill, I don't quite understand what you want. Do you want me to make that change, or just update the Analog+ code (or both)?

I think my answer is make that change.  That's what u_rebel thought I should try to get 2 TV guns working in MAME (not analog+Mame), but I'm no programmer.  If you put that change in your version I'd be happy to test it.

Here's the thread I copied it from in case putting it in context helps:
http://www.arcadecontrols.org/yabbse/index.php?board=1;action=display;threadid=12408

TheGatesofBill

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Re:No Name MAME
« Reply #181 on: October 17, 2003, 10:24:46 pm »
SirPoonga, if you could give me a list of the roms you have, I'll try to see what I can do. Contact me via PM if you don't wanna post them here.

Bill, I'll make the change ASAP.

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Re:No Name MAME
« Reply #182 on: October 18, 2003, 08:32:37 am »
Hi, The Gates of Bill,

I think I may have messed you up - See this thread - http://www.mameworld.info/ubbthreads/showthreaded.php?Cat=&Number=10418&page=1&view=expanded&sb=5&o=&fpart=1 , especially at the end on the cinematronics sound.  It looks like I added a routine to use other samples for armora and the official mame had sample support and the samples are available in that thread.  Other cinematronics stuff might be affected also.

Also, I didn't talk to Tim about it, and haven't tested his EMU, but if it's as good as he says, it would be cool to put it in NoNameMAME also, maybe???

Sorry for the confusion and thanks again for all the hard work.
It's not what you take when you leave this world behind you, it's what you leave behind you when you go. - R. Travis.
When all is said and done, generally much more is SAID than DONE.

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Re:No Name MAME
« Reply #183 on: October 18, 2003, 01:48:53 pm »
Tiger, I'm sorry, but I really didn't understand that post. Perhaps you could try rephrasing it? I will take a look at Tim's code now, and probably add it into No Name MAME later.

SirPoonga, I can't find any MAME varient that includes drivers for those games. If anyone sees one, let me know,

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Re:No Name MAME
« Reply #184 on: October 18, 2003, 02:16:17 pm »
Tiger, I'm sorry, but I really didn't understand that post. Perhaps you could try rephrasing it? I will take a look at Tim's code now, and probably add it into No Name MAME later.
Ok, the old M.A.S.H fixes for FMAME32 that I had you add (Page 4 of this thread) added sound in Armor Attack by using the Starcastle and SolarQ samples.  But official MAME now has support for Armor Attack Samples and they're available from the mameworld.net thread I linked above.

So armora needs to change back to just using it's own samples (unless you didn't change it), and the other Cinematronics games might be affected as well.
It's not what you take when you leave this world behind you, it's what you leave behind you when you go. - R. Travis.
When all is said and done, generally much more is SAID than DONE.

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Re:No Name MAME
« Reply #185 on: October 18, 2003, 02:52:23 pm »
I'm not sure if I added those, but I'll take a look through the code.

EDIT: I just took a peek, I never got around to any of the FMAME changes.
« Last Edit: October 18, 2003, 03:41:31 pm by TheGatesofBill »

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Re:No Name MAME
« Reply #186 on: October 26, 2003, 04:16:54 pm »
Not a large update, but an update nonetheless. Mainly just updating the MAME source. I've been way too busy to do any real work on it.

Changes in this version:
0.76u1.10:
 - Updated to MAME 0.76u1 source code
 - Changed vliner from TESTDRIVER to DRIVER to correspond with the removal of the TESTDRIVER system
 - Now using folders from MAME32 0.76

SourceForge Listing

TheGatesofBill

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Re:No Name MAME
« Reply #187 on: November 05, 2003, 10:31:44 pm »
Emulator No Name MAME 0.76u2.11

System PC - Windows

Updated to the new source

Changes in this version:
0.76u2.11:
 - Updated to MAME 0.76u2 source code
 - Added sound to Armor Attack (from Tim's Cinematronics project)
 - Fixed sound in Donkey Kong (thanks Steve J)
 - Fixed a few typos in the makefile (only affects ATHLON versions)
 - Added R. Belmont's Grand Cross Pinball driver sound fix
 - Added turbo loading to Deco Cassette System games

SourceForge Listing

JoeB

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Re:No Name MAME
« Reply #188 on: November 12, 2003, 11:11:21 am »
WOW!

Thanks for all the great work!  

I also appreciate the addition of Athlon optimization.  I have a small request of you.  Can you add SmoothMAME additions as a command prompt or mame.ini addition? I use smoothMAME on a real arcade monitor, and rely on it to fix problems with games like all the Midways that don't run @ 60hz and mess up on a real arcade monitor.

Thanks!

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Re:No Name MAME
« Reply #189 on: November 12, 2003, 12:30:42 pm »
I just created a Diff file between Mame 77 and noname 76 and updated Noname to 77 and it seemed to work, I would imagine it should work to also add the Smooth mame features?  

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Re:No Name MAME
« Reply #190 on: November 12, 2003, 01:02:38 pm »
So which  version of noname mame should I be using?
There are so many and they all have "beta" sounding names.

All I really want out of it is the fact that it can get rid of messages like "emulation no 100% OK", and I heard that it will use optimizations for whatever platform you run it on (Atlhon XP2400+ in my case).
I'm currently running mame 0.74 (mamepp.exe) and happy with it, so should I be looking for NoNameMame 0.74? I keep hearing that every release of mame is a little slower than the previous one so I don't want to get speed penalty for "adavantages" that I don't know about or will never use.
Thanks

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Re:No Name MAME
« Reply #191 on: November 12, 2003, 02:55:39 pm »
papaschtroumpf:

You're running mamepp.exe on an Athlon CPU!?  shouldn't you be running mameat.exe instead for much better performance???

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Re:No Name MAME
« Reply #192 on: November 12, 2003, 04:09:26 pm »
papaschtroumpf:

You're running mamepp.exe on an Athlon CPU!?  shouldn't you be running mameat.exe instead for much better performance???
Thats what I was thinking (although I'm pretty sure it will compile to mamea.exe).

Anyways, like I said in the other thread, e-mail me a request, and I'll make an ATHLON build of No Name MAME for you.

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Re:No Name MAME
« Reply #193 on: November 12, 2003, 04:37:41 pm »
papaschtroumpf:

You're running mamepp.exe on an Athlon CPU!?  shouldn't you be running mameat.exe instead for much better performance???

My understanding was that the "pentium pro optimized" version was what you should use if you have a pentium pro or better (MMX support?), whereas mame.exe is a "generic" version that would run on anything, sort of like "i586" vs "i386" on linux.
Is this not true? I just did a quick search but could not find any explanation of what the differences are. Doe anyone know?

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Re:No Name MAME
« Reply #194 on: November 13, 2003, 12:42:20 am »
My understanding was that the "pentium pro optimized" version was what you should use if you have a pentium pro or better (MMX support?), whereas mame.exe is a "generic" version that would run on anything, sort of like "i586" vs "i386" on linux.
Is this not true? I just did a quick search but could not find any explanation of what the differences are. Doe anyone know?

Exactly true.  Normal mame = i386, "PPro optimized" =  i585.

Depending on the compiler, compiler flags, the game, and the which athlon you have, ppro optimized may actually be faster than the athlon optimized mame.  However, both ops are about the same for most athlons for most games: a little faster than the normal mame.

After mame officially ups the gcc version to one of the later ones, I bet the athlon optimizations will get better for athlons, but with the current official compiler, don't sweat it.
Robin
Knowledge is Power

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Re:No Name MAME
« Reply #195 on: November 13, 2003, 02:24:58 pm »
Thanks for the official confirmation.
I had trouble benchmarking mame (because it requires player input and most games run fine at 60fps on my hardware) but my results indicated that mamepp.exe was (slightly) faster than mame.exe. Because of my linux background I had made the assumption that mamepp was for the i586 and above processor class. \, and you just confirmed it.

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Re:No Name MAME
« Reply #196 on: November 26, 2003, 11:17:09 am »
*walks in and stretches*

OK, that was a fun break. Now back to work. I'm putting Kaliera on hold for a while, and I'm just gonna start by updating MAME.

night

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Re:No Name MAME
« Reply #197 on: November 26, 2003, 01:54:40 pm »
hey now that ur back :D, what was that Bill_S was talking about up there with the lightguns.
i have 98SE, and my guns would be different everytime i boot the comp. sometimes both on the same mouse using buttons 1/2 and 3/4, sometimes on a diff mouse both using buttons 1/2. it was never the same. that along with having to calibrate everytime, i havent used them in a while.

i think the prob is cuz i have 5 mice on there right now....
regular mouse (til i add buttons for the trackball)
trackball (which is 2, cuz the optical encoder)
2 lightguns

is what he is talking about related to that? and if not, do you or rebel know how i can keep them seperate and non-changing?

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Re:No Name MAME
« Reply #198 on: November 26, 2003, 03:50:31 pm »
I don't think so. I really don't have any idea about how light guns work though. I'll tell you what, mail me a gun and I'll figure it out for ya. ;)

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Re:No Name MAME
« Reply #199 on: November 28, 2003, 09:24:57 pm »
hey now that ur back :D, what was that Bill_S was talking about up there with the lightguns.
i have 98SE, and my guns would be different everytime i boot the comp. sometimes both on the same mouse using buttons 1/2 and 3/4, sometimes on a diff mouse both using buttons 1/2. it was never the same. that along with having to calibrate everytime, i havent used them in a while.

i think the prob is cuz i have 5 mice on there right now....
regular mouse (til i add buttons for the trackball)
trackball (which is 2, cuz the optical encoder)
2 lightguns

is what he is talking about related to that? and if not, do you or rebel know how i can keep them seperate and non-changing?

I don't think that's related to the issues I'm having in XP.  It doesn't sound the same to me anyway.

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Re:No Name MAME
« Reply #200 on: November 28, 2003, 09:26:56 pm »
hey now that ur back :D, what was that Bill_S was talking about up there with the lightguns.
i have 98SE, and my guns would be different everytime i boot the comp. sometimes both on the same mouse using buttons 1/2 and 3/4, sometimes on a diff mouse both using buttons 1/2. it was never the same. that along with having to calibrate everytime, i havent used them in a while.

i think the prob is cuz i have 5 mice on there right now....
regular mouse (til i add buttons for the trackball)
trackball (which is 2, cuz the optical encoder)
2 lightguns

is what he is talking about related to that? and if not, do you or rebel know how i can keep them seperate and non-changing?

Win9x orders the mice by the order it sees them during/after startup.  The first mouse (mouse 0, or "sysmouse" from now on) is always the combination of all the mice's inputs.  Win9x keeps a list of which USB mouse uses which driver, sort of like mouse1 defaultdriver, mouse2 specialdriverAA, mouse3 defaultdriver.  Win9x then checks the USB ports if the USB mice are attached.  If all mice use a drifferent driver, you're fine.  However, if you look at example list, two mice use the same driver.  So the first mouse to reply "I use defaultdriver" becomes mouse1 in this example; the second mouse to repley "I use defaultdriver" becomes mouse3.

Sounds like your mice are having a "race condition", and sometimes mouse x is coming in first while other times mouse y or z wins the race.  This happens not only with lightguns, but any USB mice (or game controllers) that share the same driver.

There are a few things you might be able to do to handicap your mice and lightguns so they almost always come in the same order.

USB ports also have an order, and win9x "calls" down them in order (but does not wait for an answer before calling down the next one).  Usually the ports in a computer come in pairs, each pair sharing a "Root Hub".  Usually RootHub0 is polled first, then RootHub1, then (if exists) RootHub2, etc.  Mice attatched to RootHub0 have a very slightly better chance in coming in first.  Which ports are which RootHub depends on the motherboard.

Devices plugged into an extern hub take a little longer to reply than if not plugged into a hub.  (not distance, but the hub has to be setup before the devices down it can talk to the computer)

Optipac USB is like a Hub, as it must connect before the trackballs attatched to it can connect.  The optipac seems very good, and the mice attatched to it get ordered in the same way, in my experence.

Each RootHub has a certain bandwidth, and devices attatched to the RootHub must share that bandwidth.  

Some devices take longer to reply than others.


One way is to find which devices that conflict spaces take the longest and what's the RootHub number of the ports in your computer, and then attatching the faster mouse to RootHub0, the next fastest to RootHub1, the third to a quick replying hub attatched to RootHub1, and the slowest attached to a slower replaying hub attatched to a slower replying hub attated to RootHub2.

A pain to test out with all the rebooting and stuff. :-\

Note that hubs can vary in reply space, and that other devices (gamepads for example) can change the timing.



The best way is to get devices so that none of them use the same drivers, so they don't switch around, or if other devices were as nice as the Optipac.  But that's hard to do.

(One of the problems with "no special drivers needed" is that it means it uses windows supplied drivers, which means it can get into race conditions with other "no special drivers" devices.)


Sorry for the long, slightly OT post, TheGatesofBill.  Hope you don't mind. :)
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Re:No Name MAME
« Reply #201 on: December 12, 2003, 07:25:34 pm »
*walks in and stretches*

OK, that was a fun break. Now back to work. I'm putting Kaliera on hold for a while, and I'm just gonna start by updating MAME.

Just wondering if you're still planning an update build?


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Re:No Name MAME
« Reply #202 on: December 12, 2003, 08:41:55 pm »
Just wondering if you're still planning an update build?
I am. I am very sorry about the delay. I had to talk a few friends out of suicide, but I'm not going into the details. I'll get back to this ASAP.

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Re:No Name MAME
« Reply #203 on: December 12, 2003, 11:17:18 pm »
Just wondering if you're still planning an update build?
I am. I am very sorry about the delay. I had to talk a few friends out of suicide, but I'm not going into the details. I'll get back to this ASAP.
Christ! Don't feel obligated to keep us happy with an insignificant update, everyone has their own personal ordeals to sort out. Don't get me wrong, I really appreciate NoNameMame (I'll use it before any other Mame build), but take all the time you need and please don't feel pressured to keep it 0-day up to date when you've more pressing matters to take control of.
Hope you're doing well and thanks again for the most helpful build out there!

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Re:No Name MAME
« Reply #204 on: December 13, 2003, 02:47:50 am »
Just wondering if you're still planning an update build?
I am. I am very sorry about the delay. I had to talk a few friends out of suicide, but I'm not going into the details. I'll get back to this ASAP.

No rush at all, just curious!  Please take your time!  

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Re:No Name MAME
« Reply #205 on: January 31, 2004, 07:51:52 pm »
I am so sorry for the long delays, I'm actually (mostly) set up again now on my new machine. The problem is that they changed a TON of stuff, and I can't figure it all out myself. Would anyone be interested in joining up with me and lending a hand? I can most likely get it up to 0.78 on my own, but jumping to 0.79 is a ton of huge changes, and help would be greatly appreciated.

Oh, and expect a version based on 0.78 soon. Sorry that I haven't been very good with updates.

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Re:No Name MAME
« Reply #206 on: February 04, 2004, 03:16:53 pm »
Try getting everything working as of .78
then apply Haze's diff patches to u1, u2, u3, u4, u5, u6, then the patch for .79.  I have some "custom" drivers in mame myself, and I did this and everything worked fine.

I realize you're working on a much larger scale here, but give it a shot, who knows. *shrug*

:-D

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Re:No Name MAME
« Reply #207 on: February 04, 2004, 03:41:07 pm »
The main problem I have is that there is no MAME 0.79 version of the GENSYNC processor (used by Pong and Monaco GP). There are other problems too, but I should be able to get around those. I'm trying to get a No Name version of MAME 0.78 done by Monday, I would have had it sooner, but school keeps getting in the way. Also, apparently I'm not allowed to program during my open periods, which is when I used to do a good chunk of the work. Seems like a stupid rule to me, but whatever.

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Re:No Name MAME
« Reply #208 on: February 05, 2004, 12:46:12 pm »
Hey TGoB,

I went ahead and added the "Fake" TailGunner samples to the 0.76u2.11 build.  Do you want me to send the modified files and samples to you?

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Re:No Name MAME
« Reply #209 on: February 05, 2004, 03:51:20 pm »
Send them to noname@kitsunet.org and I'll incorporate them into the new version once I put it together.

Also, if anyone is willing to compile the DOS version for me for each release, please contact me at the same email address ( noname@kitsunet.org ) because I am unable to get DJGPP working.

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Re:No Name MAME
« Reply #210 on: February 06, 2004, 02:55:28 pm »
Mainly just updated to the MAME 0.78 source (yes, I know MAME 0.79 is out now), but I also added the protection fix for Sonic. I have lost the ability to compile the DOS version, if you are willing to do this for me for each release, please contact me. Also, if you want to lend a hand keeping No Name MAME up to date and adding additional features, let me know, I could use some help. My e-mail address is noname@kitsunet.org .

Changes in this version:
0.78.11:
 - Updated to MAME 0.78 source code
 - Added Nemesis's protection fix for SegaSonic (Rev. C)

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Re:No Name MAME
« Reply #211 on: February 06, 2004, 10:48:25 pm »
I think I got it fixed. Its compiling now, if all goes well, No Name MAME 0.79.12 will be up in a few hours.

UPDATE: Scratch that. It just threw what looked lke 3000 errors. Anyone wanna help me?
« Last Edit: February 06, 2004, 11:22:10 pm by TheGatesofBill »

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Re:No Name MAME
« Reply #212 on: February 07, 2004, 01:01:18 am »
I'll see if I can get it set up here at home.
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Re:No Name MAME
« Reply #213 on: February 10, 2004, 09:29:52 am »
Hey TGOB,

Have you seen this thread?

I wonder if you need to do the LFN=Y as well.

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Re:No Name MAME
« Reply #214 on: February 11, 2004, 04:15:52 pm »
I have seen it, and it didn't work. I didn't think it would, my last computer was running WinXPhome too and it worked without it. I'd use my other computer to compile, but I can't get it on my network.

Oh, and I could still use some help updating to MAME 0.79.
« Last Edit: February 11, 2004, 04:17:25 pm by TheGatesofBill »

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Re:No Name MAME
« Reply #215 on: February 16, 2004, 08:49:08 pm »
Okay, here is the deal. No Name MAME 0.78.12 is ready for release (only one change), and will be released when I get back Thursday (maybe sooner). No Name MAME 0.79u1.01 is almost ready for release. Yes, that is .01, rather than trying to port everything up to MAME 0.79 (and since noone is willing to help me) I am starting fresh with the MAME 0.79u1 core.

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Re:No Name MAME
« Reply #216 on: February 25, 2004, 07:41:27 pm »
The DOS version of No Name 0.78.11 is now compiled and uploaded (thanks Steve Jensen).

No Name MAME 0.78.12 is up and ready for downloading (except for the DOS version.
Changes:
0.78.12:
 - Added "fake" sample support to Tailgunner (thanks Erik Ruud)
 - Added Bucaneer from PacMAME (thanks Steve Jensen)
 - Made a small SmoothMaME modification (thanks Steve Jensen)

Also, No Name MAME 0.79u1.01 has been released. This is the first version to use Aaron's new core changes (introduced in MAME 0.78u2).
Changes:
0.79u1.01:
 - Started with MAME 0.79u1 source code (including MAME32 and DOS)
 - Copied several miscellaneous changes from the old No Name MAME over
 - Added the games from the Extra Games Compile Pack (Madda's Mame?)

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Edit by moderator: fixed URL
« Last Edit: February 25, 2004, 08:09:58 pm by Peale »

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Re:No Name MAME
« Reply #217 on: February 25, 2004, 09:42:46 pm »
Thanks TheGatesofBill for all your hard work, I am downloading latest DOS version right now.

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Re:No Name MAME
« Reply #218 on: February 26, 2004, 03:54:16 pm »
Is it possible for you to keep a document listing all the modifications you've done?

This way people like me will know if we should just download your source and compile, or just download the pre-made executables.

For me, the 2 most important mods are:

- SmoothMAME  (great to see they're now released as a patch!)
- AMD compiler optimization (since I run on a 2400+)

Thanks in advance for all your hard work!

P.S.  Can you explain why my comilation of MAME comes out at 21MB EXE while the release version is much smaller?? I compile under Windows XP using minG GNU, etc as described on mame.net.

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Re:No Name MAME
« Reply #219 on: February 26, 2004, 04:45:52 pm »
Thanks TheGatesofBill for all your hard work, I am downloading latest DOS version right now.
;D
Is it possible for you to keep a document listing all the modifications you've done?

This way people like me will know if we should just download your source and compile, or just download the pre-made executables.

For me, the 2 most important mods are:

- SmoothMAME  (great to see they're now released as a patch!)
- AMD compiler optimization (since I run on a 2400+)

Thanks in advance for all your hard work!
I'm not sure what you are asking for. The whatsnew.txt has a list of all the changes made since the first version. (Speakinf of which, I should rename it to changelog.txt).
P.S.  Can you explain why my comilation of MAME comes out at 21MB EXE while the release version is much smaller?? I compile under Windows XP using minG GNU, etc as described on mame.net.
The official version of MAME is compressed with the UPX exe compressor. I could compress No Name, and I may add a line to the makefile to do it automatically. Assuming that people want it of course. The zip compression I use for the releases seems to cut the files down good enough, IMO, but I am willing to change it.

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Re:No Name MAME
« Reply #220 on: February 28, 2004, 10:37:42 pm »
First the DOS compiles from Steve Jensen: 0.78.12 and 0.79u1.01

And the latest version based on the old code (I was planning on killing this line off, but I guess that didn't work out):
0.78u1.13:
 - Updated to MAME 0.78u1 source code
 - Added Oliver's Asterix fixes
 - Now using UPX to compess emulator exe

And than the newest of the new:
0.79u4.02:
 - Updated to MAME 0.79u4 source code
 - Added Oliver's Asterix fixes
 - Now using UPX to compess emulator exe

Just a note, I am using version 1.90 of UPX, which is classified as unstable by its author, but it seems to work fine. Also, Steve's previous DOS compiles were compressed with the same version.

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Re:No Name MAME
« Reply #221 on: February 29, 2004, 04:30:21 pm »
A bunch of changes. I could have made more, but I was getting tired. I was going through the Madda's Mame site and found a bunch of changes to make, including a bunch of games from No Name MAME which have been moved up to the new MAME. Thanks for saving me all the work.
Changes:
0.79u4.03:
 - Added MAMEinfo 0.79u4 changes
 - Fixed view source option
 - Added MAMEinfo extra MAME32 folders for MAME 0.79u1
 - Added Deco Cassette Turbo Loader (Madda's Mame)
 - Added Neo Geo Universal BIOS (Madda's Mame)
 - Added new sampling rate (Madda's Mame)
 - Added 364 games from MiSFiT MAME and No Name MAME (Madda's Mame)

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Re:No Name MAME
« Reply #222 on: March 02, 2004, 05:48:16 pm »
I'm trying to add the latest version of MameAnalog+ to my source, but I can't get it to compile. It messes up once it hits input.c, complaining about _WIN32_WINNT, if anyone can give me some idea about whats going on, let me know. The diff patched perfectly, and trying to compile non-xp versions still works fine.

EDIT: It seems that I only get that error when trying to compile a MAME32 build for XP. That gives me some idea where to look (probably the ui folder).

EDIT 2: Nevermind, I figured it out. It wasn't that hard.
« Last Edit: March 02, 2004, 06:29:52 pm by TheGatesofBill »

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Re:No Name MAME
« Reply #223 on: March 02, 2004, 08:14:22 pm »
Pretty much just added MameAnalog+. However, I also made the makefile a bit nicer (see compiling.txt), and added the ctrlr files. Notice that there now are Windows XP specific builds. This brings the total number of possible builds up to 30 (assuming my math is right).
Changes:
0.79u4.04:
 - Added MameAnalog+ 79.1 changes
 - Made the makefile a bit friendlier
 - Now including ctrlr files from MAME and MameAnalog+

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Re:No Name MAME
« Reply #224 on: March 03, 2004, 06:04:42 am »
Hi,
 I just tried compiling the new 79u4.04 build (make OS=winxp CPU=athlon),it failed on cpuintrf.c. Without the athlon and xp it compiles fine.

Also there are a lot of places (especialy in the drivers/pacman.c) where the CRC is only 7 bytes (even 6 a few times) this then makes noname look for files with zero CRC's shouldn't this also be fixed? There was also one with a 9 byte CRC.

I have made the changes to my own build to fix these CRC issueses, if anyone wants these fixes just reply and i will attatch them here.


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Re:No Name MAME
« Reply #225 on: March 03, 2004, 10:25:51 am »
that there now are Windows XP specific builds. This brings the total number of possible builds up to 30 (assuming my math is right).

  So what does the XP sepcific build specifically get you?

  I think what JoeB was asking when he asked
Quote
Is it possible for you to keep a document listing all the modifications you've done?

  Is could you list the individual changes that happen to No Name Mame when you update it? For example, I'm sure I'm not the only one who can't read Italian and therefore have no idea what the benefits of having Madda's Mame contributions added means. Having them listed out in english would be nice to have.

  Even if you could post texts from the various websites that you gather all your updates from would be helpful (but in english so I can read them :) ).

  FWIW, I tried BabelFish to get an english version of Madda's site but it didn't work for some reason. I didn't try too hard though.

  TheGatesOfBill. Keep up the great work! It's nice to see someone taking the time to compile all the great Mame mods into one package.

/Steve

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Re:No Name MAME
« Reply #226 on: March 03, 2004, 03:43:21 pm »
I just tried compiling the new 79u4.04 build (make OS=winxp CPU=athlon),it failed on cpuintrf.c. Without the athlon and xp it compiles fine.
Thank's for the heads up. I'll look into this ASAP.

Also there are a lot of places (especialy in the drivers/pacman.c) where the CRC is only 7 bytes (even 6 a few times) this then makes noname look for files with zero CRC's shouldn't this also be fixed? There was also one with a 9 byte CRC.

I have made the changes to my own build to fix these CRC issueses, if anyone wants these fixes just reply and i will attatch them here.
I know about the CRCs. If you have fixed them, please send me the changed files and I will make the changes in the next version (with credit given, of course). That saves me having to track down all the ROMs and calculate the CRCs myself.

So what does the XP sepcific build specifically get you?
Both versions have the same features. What changes between XP and non-XP is the way that it is implemented. The only feature that currently changes between the builds is multiple mouse / lightgun support.

Is could you list the individual changes that happen to No Name Mame when you update it? For example, I'm sure I'm not the only one who can't read Italian and therefore have no idea what the benefits of having Madda's Mame contributions added means. Having them listed out in english would be nice to have.
I can't read Italian, and I do try to list the specific changes I made in the whatsnew.txt. The Madda's MAME is listed because that is the source of the change.

Even if you could post texts from the various websites that you gather all your updates from would be helpful (but in english so I can read them :) ).
Not sure what you mean. Are you saying you want me to translate Madda's Mame site for you?

FWIW, I tried BabelFish to get an english version of Madda's site but it didn't work for some reason. I didn't try too hard though.
I know, what worked for me was taking it one sentence at a time and putting it through babelfish. For some reason the webpage translator didn't work.

TheGatesOfBill. Keep up the great work! It's nice to see someone taking the time to compile all the great Mame mods into one package.
Thanks! I'm glad people appreciate this.

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Re:No Name MAME
« Reply #227 on: March 04, 2004, 05:29:05 pm »
I just tried compiling the new 79u4.04 build (make OS=winxp CPU=athlon),it failed on cpuintrf.c. Without the athlon and xp it compiles fine.
Something is screwy with that section of the makefile. I'll look into it later, for now, compile with "make OS=winxp ATHLON=1", which I have tested and it does work. I assume the exe created works, but I cannot test it because I don't have access to an Athlon computer.

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Re:No Name MAME
« Reply #228 on: March 04, 2004, 08:57:50 pm »
First, the DOS versions of 0.78u1.13, 0.79u4.02, and 0.79u4.03. Steve Jensen is having trouble compiling 0.79u4.04 for DOS. Hopefully that will be fixed soon.

Anyways, on to the new version. I added a bunch of SmoothMame patches, fixed some CRCs, and got the makefile working for other CPUs again. Nothing major, but I thought I should release it.
Changes:
0.79u4.05:
 - Added Skip Startup Frames option (SmoothMame)
 - Added Smooth FPS and Override FPS (SmoothMame)
 - Added Donkey Kong Sound Enhancement (SmoothMame)
 - Added Show Matches (SmoothMame)
 - Fixed some invalid CRC values (thanks Spman1)
 - Changed CPU to OPT in makefile so that it works

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« Last Edit: March 04, 2004, 09:07:20 pm by TheGatesofBill »

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Re:No Name MAME
« Reply #229 on: March 04, 2004, 09:15:54 pm »
Not sure what you mean. Are you saying you want me to translate Madda's Mame site for you?

  Naw, I'm not saying that. Personally, I would see all the great enhancements that go into No Name Mame but I'm unsure of how to use them.  In theory, the people who make the original modifications to MAME would document this and it would be helpful if that part was included with any new enhancements to No Name Mame.

  For example, are there any command-line switches that I need to run No Name Mame with in order to get the skip opening frames modification that just went into 0.79u4.05?

/Steve

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Re:No Name MAME
« Reply #230 on: March 04, 2004, 09:22:21 pm »
 Naw, I'm not saying that. Personally, I would see all the great enhancements that go into No Name Mame but I'm unsure of how to use them.  In theory, the people who make the original modifications to MAME would document this and it would be helpful if that part was included with any new enhancements to No Name Mame.

  For example, are there any command-line switches that I need to run No Name Mame with in order to get the skip opening frames modification that just went into 0.79u4.05?

/Steve
Oh, I see now. You want me to write up some decent documentation. I'll put that near the top of my list (been meaning to do it for a long time). I will try to be as complete as possible, but it probably won't be complete for a while.

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Re:No Name MAME
« Reply #231 on: March 06, 2004, 03:34:20 am »
Hey TheGatesofBill have you thought of giving "No Name MAME" a name or are you happy with just "No Name MAME"?

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Re:No Name MAME
« Reply #232 on: March 06, 2004, 11:59:37 am »
To be honest, I never thought about it. Maybe if someone suggests something I like I'll change it.

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Re:No Name MAME
« Reply #233 on: March 06, 2004, 02:11:13 pm »
 Naw, I'm not saying that. Personally, I would see all the great enhancements that go into No Name Mame but I'm unsure of how to use them.  In theory, the people who make the original modifications to MAME would document this and it would be helpful if that part was included with any new enhancements to No Name Mame.

  For example, are there any command-line switches that I need to run No Name Mame with in order to get the skip opening frames modification that just went into 0.79u4.05?

/Steve
Oh, I see now. You want me to write up some decent documentation. I'll put that near the top of my list (been meaning to do it for a long time). I will try to be as complete as possible, but it probably won't be complete for a while.
What does skip startup frames do?  I tried NNM with and without it enabled and couldn't see a difference?  (And the smoothmame site doesn't have any info).
It's not what you take when you leave this world behind you, it's what you leave behind you when you go. - R. Travis.
When all is said and done, generally much more is SAID than DONE.

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Re:No Name MAME
« Reply #234 on: March 06, 2004, 02:38:41 pm »
What does skip startup frames do?  I tried NNM with and without it enabled and couldn't see a difference?  (And the smoothmame site doesn't have any info).
Skip Startup Frames - Allows you to quickly and silently skip all the startup frames in a game. Adds a new option skip_startup_frames (-ssf) which you can add to a game specific INI file to specify the number of startup frames that will run quickly and not be displayed.

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Re:No Name MAME
« Reply #235 on: March 06, 2004, 03:06:23 pm »
What does skip startup frames do?  I tried NNM with and without it enabled and couldn't see a difference?  (And the smoothmame site doesn't have any info).
Skip Startup Frames - Allows you to quickly and silently skip all the startup frames in a game. Adds a new option skip_startup_frames (-ssf) which you can add to a game specific INI file to specify the number of startup frames that will run quickly and not be displayed.
Ah, got it!  I was setting the value to 1 in the main .ini file and nothing was happening.

Pretty cool idea, but I'm not sure if I like it or not (games lose authenticity, IMHO)

But like most of NNM, you can use it if you want it and skip it if you don't.

Thanks again for all the hard work.
It's not what you take when you leave this world behind you, it's what you leave behind you when you go. - R. Travis.
When all is said and done, generally much more is SAID than DONE.

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Re:No Name MAME
« Reply #236 on: March 06, 2004, 03:56:02 pm »
Currently the only option that can tamper with the authenticity and is permanently set, is the turbo loader for the DECO cassettes. I plan on making that an option at some point though.

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Re:No Name MAME
« Reply #237 on: March 06, 2004, 06:33:45 pm »
Yet another release, it almost makes up for disappearing for three months. I updated to the new MAME core and added SirPoonga's hacks. I also added the drivers from MAGE 0.10, a new MAME dirivative which has sprung up recently that concentrates on gambling games. As far as I know, the DOS version is still broken.
Changes:
0.80.06
 - Updated to MAME 0.80 source code
 - Added horizont.ini, vertical.ini, and raster.ini (SirPoonga)
 - Added buttonX.ini, playerX.ini, horizont.ini, and vertical.ini ctrlr files (SirPoonga)
 - Added -skip_baddump and -skip_gamewarnings (SirPoonga)
 - Added -showinputmenu and -atrwork_filledges (SirPoonga)
 - Added the drivers from MAGE 0.10

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Re:No Name MAME
« Reply #238 on: March 08, 2004, 04:59:18 pm »
OMG this thread is getting long.

Gates, I know at one point we had to change one of my hacks, I haven't updated my website.  I see people were complaining about documentation.  What was the change we had to make work on what hack?  I will update my website and you can point people there for documentation on those hacks.

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Re:No Name MAME
« Reply #239 on: March 08, 2004, 06:18:48 pm »
I had to fiddle with at least one of your hacks again when I added them just now. I'll go through and figure out what they were and send you an e-mail soon.

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Re:No Name MAME
« Reply #240 on: March 09, 2004, 12:05:00 am »
I fixed my compiler and recompiled No Name MAME 0.80.06 and now it works. If you downloaded this version before, please redownload it now.

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Re:No Name MAME
« Reply #241 on: March 13, 2004, 12:28:46 pm »
The DOS version of No Name MAME 0.79u4.04 is now available. The MameAnalog+ stuff has been disabled though.

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Re:No Name MAME
« Reply #242 on: March 14, 2004, 05:55:38 pm »
I pretty much just updated to the new MAME source and added the MAME32FX changes.

Changes:
0.80u1.07:
 - Updated to MAME 0.80u1 source
 - Updated to MAME32 0.80 source
 - Added all MAME32FX 0.80 changes (may have broken some other functions)
 - Added a bunch of new folders to MAME32 (CrashTest)

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Re:No Name MAME
« Reply #243 on: March 15, 2004, 09:08:21 am »
1)  Time to start a new NoNameMame thread  ;D

2) Do you have the analog+ updates in your code yet?  I knew that your removed some stuff in the .79+ versions and where adding them back... didn't know how far you got.

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Re:No Name MAME
« Reply #244 on: March 15, 2004, 10:43:02 am »
1)  Time to start a new NoNameMame thread  ;D

2) Do you have the analog+ updates in your code yet?  I knew that your removed some stuff in the .79+ versions and where adding them back... didn't know how far you got.
Yes, analog plus is in the current NoNameMAME.  However, analog plus hasn't saved the mouse configuration settings since about MAME 0.73 and NNM doesn't save them either.

Urebel is working on it.
It's not what you take when you leave this world behind you, it's what you leave behind you when you go. - R. Travis.
When all is said and done, generally much more is SAID than DONE.

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Re:No Name MAME
« Reply #245 on: March 15, 2004, 02:40:07 pm »
1)  Time to start a new NoNameMame thread  ;D

2) Do you have the analog+ updates in your code yet?  I knew that your removed some stuff in the .79+ versions and where adding them back... didn't know how far you got.

1) Why? Whats wrong with this one?

2) They are in there. Some stuff *may* have broken when I added in the MAME32FX stuff. Please let me know if you encounter any problems. As for not saving settings, I'll let Robin fix those and I'll make the changes in No Name MAME after they are in MameAnalog+.

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Re:No Name MAME
« Reply #246 on: March 17, 2004, 07:20:55 pm »
Added support for all of Jerry's weird little things. The DOS version should now work again (I'll have to wait for Steve Jensen to know for sure). And I fixed a few PacMAME games.

Changes:
0.80u1.08:
 - Added Horiz Pac, the Alpacas, the Pac Snoops, and the rest of Jerry's stuff
 - Hopefully fixed the DOS version
 - Enabled the Unavailable folder in MAME32
 - Fixed the parent ROMs for the PacMAME games

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Re:No Name MAME
« Reply #247 on: March 30, 2004, 07:09:39 pm »
You going to have changes for 80u3 coming out anytime soon?  I'd love to have sound back for Donkey Kong!   :)

Your build is awesome, thanks for the great work.

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Re:No Name MAME
« Reply #248 on: March 30, 2004, 07:27:28 pm »
I was speaking to him a couple days ago, and he told me he's going to take a break for a while.  He has some prior obligations that need attention.

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Re:No Name MAME
« Reply #249 on: March 30, 2004, 07:44:37 pm »
You going to have changes for 80u3 coming out anytime soon?
Yea, I've got the patches. I may apply them soon and release just that.

I'd love to have sound back for Donkey Kong!   :)
It's never been gone. It just uses the better samples from Twisty, but his site appears to be gone. I'll find some way to make life easier.

Your build is awesome, thanks for the great work.
Thanks. I love getting feedback. It makes doing this almost worth my time. ;)

I was speaking to him a couple days ago, and he told me he's going to take a break for a while.  He has some prior obligations that need attention.
Yea, until next quarter don't expect much (end of next week).

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Re:No Name MAME
« Reply #250 on: March 30, 2004, 07:51:17 pm »
Certainly understandable....  so on the same line, how would one apply the .diff file I see on Haze's page to update Mame to .u3?  If I have to ask, it's going to be too difficult, right?  :)

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Re:No Name MAME
« Reply #251 on: March 30, 2004, 07:56:38 pm »
Certainly understandable....  so on the same line, how would one apply the .diff file I see on Haze's page to update Mame to .u3?  If I have to ask, it's going to be too difficult, right?  :)

Nah, it's easy - IF you have the right tools.

First you're going to need the compiler from the mame.net site.

Second, you're going to need a copy of patch.  If you need a copy, give me a shout.

Extract the MAME source to its own directory.  Put the patch files in there (you must apply all the patch files, in order (u1, u2, u3))

Then, patch with this command:

'patch -p1 <mame080u1.diff'

Repeat for all the .diff files.  Yes the '<' is needed.

Then compile as usual.  If you don't know how to do that, I can't help you.  There a ton of write ups on that subject.

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Re:No Name MAME
« Reply #252 on: March 30, 2004, 08:06:13 pm »
Its already up to u1, so you'll only need u2 and u3. Also, remember to look at any rej files and fix what doesn't work automatically.

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Re:No Name MAME
« Reply #253 on: March 30, 2004, 08:06:47 pm »
Certainly understandable....  so on the same line, how would one apply the .diff file I see on Haze's page to update Mame to .u3?  If I have to ask, it's going to be too difficult, right?  :)

Nah, it's easy - IF you have the right tools.

First you're going to need the compiler from the mame.net site.

Second, you're going to need a copy of patch.  If you need a copy, give me a shout.

Extract the MAME source to its own directory.  Put the patch files in there (you must apply all the patch files, in order (u1, u2, u3))

Then, patch with this command:

'patch -p1 <mame080u1.diff'

Repeat for all the .diff files.  Yes the '<' is needed.

Then compile as usual.  If you don't know how to do that, I can't help you.  There a ton of write ups on that subject.

I'm willing to give it a shot, I do need patch though, thanks.

Also, If I use TheGatesofBill's source from u1, can I assume I can just do the diff for u2 and u3?

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Re:No Name MAME
« Reply #254 on: March 30, 2004, 08:07:39 pm »
I assume you posted this at the same time as me. Look up a post. ;)

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Re:No Name MAME
« Reply #255 on: March 30, 2004, 08:13:29 pm »
I assume you posted this at the same time as me. Look up a post. ;)

Heh, yeah, we did....  another stupid question... what is a rej file and how would I fix that?  This is obviously giving me an appreciation for what you do.  :)

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Re:No Name MAME
« Reply #256 on: March 30, 2004, 08:15:29 pm »
I'm willing to give it a shot, I do need patch though, thanks.

I need your email.  It's not in your profile.

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Re:No Name MAME
« Reply #257 on: March 30, 2004, 08:16:05 pm »
An rej file is a file made by the patch tool that tells you what it couldn't do. There are almost always quite a few with No Name MAME because of the changes I've made.

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Re:No Name MAME
« Reply #258 on: March 30, 2004, 08:21:56 pm »
Peale, IM sent, thanks.

Bill, so I would look at the rej file(s), and then from what those say, go into the source files and make changes there?  A bit confusing, I promise I will catch up though.  :)

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Re:No Name MAME
« Reply #259 on: March 30, 2004, 08:40:11 pm »
That is correct. Or you could just wait until I release a new version. It looks like maybe this weekend.

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Re:No Name MAME
« Reply #260 on: March 30, 2004, 09:17:33 pm »
Ok, cool....  I may try it anyways, for the hell of it, I certainly don't mind trying and contributing if it works.  I am out of town most of tomorrow, but maybe tomorrow evening I will play with it, once Peale sends me the patch file.

Beside, it never hurts to learn something new right?  :)

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Re:No Name MAME
« Reply #261 on: March 30, 2004, 09:25:46 pm »
Nope, learning new things is never (well, rarely) bad.

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Re:No Name MAME
« Reply #262 on: March 31, 2004, 12:40:25 pm »
Hi GoB,

I was just looking at my noname.ini file and noticed -

skip_disclaimer         0
skip_gameinfo           0
skip_gamewarnings       0
skip_gameinfo           0

One of the gameinfos, probably the last one, should be skip_ baddumps.

The file is incorrect for versions 0.80u1.08 and 0.80.06 (and possibly others).

Thanks!
It's not what you take when you leave this world behind you, it's what you leave behind you when you go. - R. Travis.
When all is said and done, generally much more is SAID than DONE.

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Re:No Name MAME
« Reply #263 on: March 31, 2004, 03:54:57 pm »
Thanks for bringing that to my attention. I'll fix it in the next version.

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Re:No Name MAME
« Reply #264 on: March 31, 2004, 04:30:52 pm »
are you coming out with a .u3 version?  

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Re:No Name MAME
« Reply #265 on: March 31, 2004, 04:35:22 pm »
are you coming out with a .u3 version?  
See reply number 259, maybe this weekend . . .
It's not what you take when you leave this world behind you, it's what you leave behind you when you go. - R. Travis.
When all is said and done, generally much more is SAID than DONE.

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Re:No Name MAME
« Reply #266 on: April 01, 2004, 12:51:58 am »
Let me just say I love the -ssf command and the corrected Donkey Kong and Donkey Kong Jr. sound.  Keep up the good work.   :)

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Re:No Name MAME
« Reply #267 on: April 01, 2004, 06:41:34 am »
Let me just say I love the -ssf command and the corrected Donkey Kong and Donkey Kong Jr. sound.  Keep up the good work.   :)
Agreed, this is my favorite MAME build, without parallel.  Not just because of what's included, but how it's included - -ssf and -skip startup screens are great features, but if I don't want them I don't have to activate them.

I also like having the entire source file (rather than a patch) and previous versions still available.

Thanks again for all the hard work, GatesofBill
It's not what you take when you leave this world behind you, it's what you leave behind you when you go. - R. Travis.
When all is said and done, generally much more is SAID than DONE.

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Re:No Name MAME
« Reply #268 on: April 01, 2004, 10:30:20 am »
btw...

this thread is in DIRE NEED for a new thread...

I would love to see a sticky for releases only.
And maybe another for features / requests


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Re:No Name MAME
« Reply #269 on: April 01, 2004, 11:53:15 am »
Let me just say I love the -ssf command and the corrected Donkey Kong and Donkey Kong Jr. sound.  Keep up the good work.   :)
Thanks. Expect a new release this weekend.

Agreed, this is my favorite MAME build, without parallel.  Not just because of what's included, but how it's included - -ssf and -skip startup screens are great features, but if I don't want them I don't have to activate them.

I also like having the entire source file (rather than a patch) and previous versions still available.

Thanks again for all the hard work, GatesofBill
;D

btw...

this thread is in DIRE NEED for a new thread...

I would love to see a sticky for releases only.
And maybe another for features / requests
Why a new thread? I was thinking one thread is fine for this forum (correct me if you think otherwise). If you want to post alot of No Name related goodness, you can always check out the official site. *shrugs* But I'll start a new thread if you guys want.

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Re:No Name MAME
« Reply #270 on: April 01, 2004, 12:36:26 pm »
I thought it was time to sticky this, since it's a very popular thread (almost so popular it doesn't need sticky, replies constantly push it to the top).

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Re:No Name MAME
« Reply #271 on: April 01, 2004, 03:40:32 pm »
almost so popular it doesn't need sticky, replies constantly push it to the top
Actually, its a pretty normal thread, but with sudden bursts of popularity.

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Re:No Name MAME
« Reply #272 on: April 02, 2004, 09:39:04 am »
I agree this is a great build.  I'm glad .81 came out before you started .80u3, I thought it was about to come out and didn't want to see you waste your time when you are busy with other things.

On a side note, I seem to be having trouble with the donkey kong samples.  I am using the updated samples from a package on the Retroblast site.   (Poor Kevin he just can't get a break).  I am only using the samples not running any of the patches.  I backed up my old samples, which were working, and placed the new ones in my samples directory.  Now it seems those samples aren't being played.  I was using .80 release 7.

Am I doing thing wrong or should I try again.

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Re:No Name MAME
« Reply #273 on: April 02, 2004, 11:06:39 am »
I'll play around and see if I can find your problem. Also, I am planning on going to u2, than u3, than 81 anyways.

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Re:No Name MAME
« Reply #274 on: April 02, 2004, 12:06:20 pm »
I agree this is a great build.  I'm glad .81 came out before you started .80u3, I thought it was about to come out and didn't want to see you waste your time when you are busy with other things.

On a side note, I seem to be having trouble with the donkey kong samples.  I am using the updated samples from a package on the Retroblast site.   (Poor Kevin he just can't get a break).  I am only using the samples not running any of the patches.  I backed up my old samples, which were working, and placed the new ones in my samples directory.  Now it seems those samples aren't being played.  I was using .80 release 7.

Am I doing thing wrong or should I try again.

Nope, it's broken, and fixed in u3....

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Re:No Name MAME
« Reply #275 on: April 02, 2004, 12:51:17 pm »
Theres the problem than. It wasn't my fault for a change, what a pleasant surprise.

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Re:No Name MAME
« Reply #276 on: April 02, 2004, 01:36:29 pm »
Little Confused so show me where I am wrong.  When you say it is fixed in u3, I'm assuming you are talking about the standard Mame which doesn't support the new samples.  Correct?  Also, the changelog doesn't mention anything about the dkong hardware.  So it's not like the they changed the src and then the patch didn't apply and then changed it back so that the patch would apply.  Correct?

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Re:No Name MAME
« Reply #277 on: April 02, 2004, 05:07:48 pm »
I have no idea. I'll snag a copy of Donkey Kong and see if it works when I get a chance.

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Re:No Name MAME
« Reply #278 on: April 03, 2004, 12:18:42 pm »
Updated to the new MAME source and fixed a bunch of stuff. DOS version is still broken.

Changes:
0.81.09:
 - Updated to MAME 0.81 source
 - Removed Unavailable folder from MAME32
 - Fixed an accidental inclusion, or 18
 - Fixed romcmp, chdman, and xml2info
 - Fixed skip_baddumps
 - Added ssf.txt to help with the -ssf command (SA Dev)

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Re:No Name MAME
« Reply #279 on: April 04, 2004, 01:55:58 am »
Is it just me or do Asteroids and Asteroids Deluxe not seem to work with 0.81.09?

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Re:No Name MAME
« Reply #280 on: April 04, 2004, 12:48:48 pm »
Gimme a second, let me see what I broke this time.

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Re:No Name MAME
« Reply #281 on: April 04, 2004, 01:23:19 pm »
Yep, all the Asteroids and Asteroids Deluxe games are broken. The Lunar Landers work though, despite being the same driver.

UPDATE: My files are identical to MAME 0.81's. Can someone see if they work with the official MAME?
« Last Edit: April 04, 2004, 01:32:22 pm by TheGatesofBill »

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Re:No Name MAME
« Reply #282 on: April 04, 2004, 03:30:13 pm »
I just went back to .79u4 and Donkey does work in that version if you need it.

This is probably a dumb question, but how do games that have been working forever suddenly get broken in a build?  It makes no sense to me.

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Re:No Name MAME
« Reply #283 on: April 04, 2004, 04:24:22 pm »
Just tried them and they both work with the official build.  

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Re:No Name MAME
« Reply #284 on: April 04, 2004, 05:22:21 pm »
It may be a compiling glitch (again), I'll recompile it and see what happens.

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Re:No Name MAME
« Reply #285 on: April 04, 2004, 09:05:47 pm »
I updated to 0.81u3 and recompiled. Asteroids is now working. I'll be releasing it today or tomorrow (depending on how tired I am when it finishes compiling).

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Re:No Name MAME
« Reply #286 on: April 05, 2004, 01:00:36 am »
Long changelog, isn't it?

Changes:
0.81u3.09:
 - Updated to MAME 0.81u3 source

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Re:No Name MAME
« Reply #287 on: April 08, 2004, 07:02:02 am »
TheGatesofBill,

Man, you're a workhorse, you're like the best employee possible, working your --I'm attempting to get by the auto-censor and should be beaten after I re-read the rules-- off for us and not even getting paid for it. Anyway I'm interested in the -ssf command I assume it hasn't been included in your last release of your DOS Noname version, as it didn't work for me when I tried that command, if this is true how far away are you of releasing a later DOS version of Noname and will it include this feature?

Keep up the good work.

Retro  ;D

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Re:No Name MAME
« Reply #288 on: April 08, 2004, 04:18:39 pm »
The DOS version has been almost completely out of my hands for a while now, as I don't have any way to compile it. It is very possible that I never added it to the DOS version, but until it gets compliling again, nothing will be changed.

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Re:No Name MAME
« Reply #289 on: April 12, 2004, 01:50:39 pm »
Hey, just a minor weirdness that I can't seem to figure out - how do I get the mouse buttons mapped back to player 1, buttons 1 and 2?

DOT is a pain without that, and so are a couple other games, but reading thru the docs and my noname.ini, I just got myself confused...

Thanks in advance!
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Re:No Name MAME
« Reply #290 on: April 12, 2004, 02:05:17 pm »
Hey, just a minor weirdness that I can't seem to figure out - how do I get the mouse buttons mapped back to player 1, buttons 1 and 2?

DOT is a pain without that, and so are a couple other games, but reading thru the docs and my noname.ini, I just got myself confused...

Thanks in advance!
?????

If you just want to re-map the mouse buttons, they're controlled thru the Tab - Inputs menu, or thru the ctlr.ini files.  

If you want to reset the mouse axes - use the TAB - Mouse Settings (???) menu, or delete your C:\MAME\cfg\dot.ana file.
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Re:No Name MAME
« Reply #291 on: April 12, 2004, 02:58:27 pm »
I want to globally change the mouse buttons, so I'd have to map them thru a ctrlr.ini file (do I name it mouse.ini?) and I'm not sure how to write that into a text file so it works correctly - that's what confused me in the docs. Maybe I'm just being dense... I'll go back and re-read it - but that's the gist of my question.
No Boom today. Boom tomorrow. There's ALWAYS a Boom tomorrow. - Cdr. Susan Ivanova, Babylon 5

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Re:No Name MAME
« Reply #292 on: April 12, 2004, 03:08:51 pm »
I want to globally change the mouse buttons, so I'd have to map them thru a ctrlr.ini file (do I name it mouse.ini?) and I'm not sure how to write that into a text file so it works correctly - that's what confused me in the docs. Maybe I'm just being dense... I'll go back and re-read it - but that's the gist of my question.
just make the changes to default.ini and something like this:

P1_BUTTON1  "KEYCODE_LCONTROL | JOYCODE_1_BUTTON1 | MOUSECODE_1_BUTTON1"
P1_BUTTON2  "KEYCODE_LALT | JOYCODE_1_BUTTON2 | MOUSECODE_1_BUTTON3"
P1_BUTTON3  "KEYCODE_SPACE | JOYCODE_1_BUTTON3 | MOUSECODE_1_BUTTON2"

I don't know if mouse.ini would work, kinda doubt it.
It's not what you take when you leave this world behind you, it's what you leave behind you when you go. - R. Travis.
When all is said and done, generally much more is SAID than DONE.

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Re:No Name MAME
« Reply #293 on: April 14, 2004, 11:26:56 am »
I want to globally change the mouse buttons, so I'd have to map them thru a ctrlr.ini file (do I name it mouse.ini?) and I'm not sure how to write that into a text file so it works correctly - that's what confused me in the docs. Maybe I'm just being dense... I'll go back and re-read it - but that's the gist of my question.
just make the changes to default.ini and something like this:

P1_BUTTON1  "KEYCODE_LCONTROL | JOYCODE_1_BUTTON1 | MOUSECODE_1_BUTTON1"
P1_BUTTON2  "KEYCODE_LALT | JOYCODE_1_BUTTON2 | MOUSECODE_1_BUTTON3"
P1_BUTTON3  "KEYCODE_SPACE | JOYCODE_1_BUTTON3 | MOUSECODE_1_BUTTON2"

I don't know if mouse.ini would work, kinda doubt it.

Well I tried this a few different ways...  I didn't have a default.ini, so I followed the directions from std.ini and made one...  this file was not registering, however, and I'm not sure why. In the meantime, I noticed that I could still get into the dipswitch area, which had a general settings field...  I set the control there, and bang, I have my mouse triggers back. On a side note to this, I think I know one reason why it wasn't working, my mouse buttons were seen as mousecode_1_button0 for left button and mousecode_1_button1 for right button...  

So it's fixed though I couldn't get there in the manner we all were dancing around...  thanks for the help anyway Tiger-Heli :)
No Boom today. Boom tomorrow. There's ALWAYS a Boom tomorrow. - Cdr. Susan Ivanova, Babylon 5

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Re:No Name MAME
« Reply #294 on: April 14, 2004, 01:27:28 pm »
Hey TGoB,

Have you seen this tread? http://www.arcadecontrols.org/yabbse/index.php?board=1;action=display;threadid=18146

Do you have any suggestions on getting around the error?

Erik
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Re:No Name MAME
« Reply #295 on: April 15, 2004, 07:10:50 pm »
I just saw the one in this forum. I'll take a look at it over spring break (this coming week).

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Re:No Name MAME
« Reply #296 on: April 16, 2004, 09:35:56 am »
I just saw the one in this forum. I'll take a look at it over spring break (this coming week).
Hey TGoB,

Could you look at this thread also, http://www.arcadecontrols.org/yabbse/index.php?board=3;action=display;threadid=18170

Would like your feedback.

Thanks in advance.
It's not what you take when you leave this world behind you, it's what you leave behind you when you go. - R. Travis.
When all is said and done, generally much more is SAID than DONE.

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Re:No Name MAME
« Reply #297 on: April 16, 2004, 12:33:20 pm »
I've been keeping an eye on that thread. It looks very possible, but I'm not going to even think about adding that for a little while now. Unless, of course, someone sends my some source code. ;)

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Re:No Name MAME
« Reply #298 on: April 16, 2004, 12:52:10 pm »
I've been keeping an eye on that thread. It looks very possible, but I'm not going to even think about adding that for a little while now. Unless, of course, someone sends my some source code. ;)
My most recent post in it sounds a little easier to incorporate.

At least you think it's feasible.  I know next to nothing about the programming side of it, so hopefully Howard C or Sir Poonga or Urebel or ? ? ? can make something work.

Guys . . .
It's not what you take when you leave this world behind you, it's what you leave behind you when you go. - R. Travis.
When all is said and done, generally much more is SAID than DONE.

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Re:No Name MAME
« Reply #299 on: April 16, 2004, 04:02:27 pm »
Changelog is a bit longer this time. I also updated the pre-set-up MinGW for No Name MAME to include the FMOD stuff used by the Megadriver games.

Changes:
0.81u5.10:
 - Updated to MAME 0.81u5 source
 - Fixed the parent roms in jrpacman.c and pacland.c
 - Changed the parents of many Jerronimo's things around
 - Added The Games That Time Forgot folder (Nathan Strum)
 - Added Best Games I've Never Played folder (BYOAC Forums)
 - Updated Loony Bin folder (MAME World Forums)
 - Cleaned up folders directory / Updated Crashtest's folders
 - Added support for Metal Axe, Metal Beast, and Metal Contra (Nino)

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Re:No Name MAME
« Reply #300 on: April 16, 2004, 08:47:48 pm »
i just downloaded version
noname-0.81u5.10-win.zip
and it wont run due to a missing fmod.dll

is there a problem with this build? this dll wasn't required for any of the previous releases.

thanks,
-jimC

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Re:No Name MAME
« Reply #301 on: April 16, 2004, 09:50:42 pm »
Sorry, I forgot to include that file. I'll add it and reupload it. In the meantime, get it from http://www.fmod.org/ . FMOD is used only by the Megadriver games at the moment, but if anyone else makes game remixes, I'll support those too.

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Re:No Name MAME
« Reply #302 on: April 16, 2004, 10:08:50 pm »
thank you! i appreciate all your hard work. noname mame is the best.

sorry for the possible dumb(noob) questions, but i dont understand many of the items in this versions changelog. not that it really matters, i'm just curious thats all :)

what does this item mean?
- Changed the parents of many Jerronimo's things around

are these folders in a version other than noname-0.81u5.10-win? and what are they/what are they for?
- Added The Games That Time Forgot folder (Nathan Strum)
- Added Best Games I've Never Played folder (BYOAC Forums)
- Updated Loony Bin folder (MAME World Forums)
- Cleaned up folders directory / Updated Crashtest's folders

and what are MegaDriver games?


thank you for your patience,
-jimC


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Re:No Name MAME
« Reply #303 on: April 16, 2004, 10:14:22 pm »
When I put in Jerronimo's stuff, I just set puckman as the parent, even though that isn't correct.

The TGTTF is only available for MacMAME, so I converted it. The BGINP comes from a post somewhere on this forum. The Loony Bin comes from over at MAME World.

The Megadriver games are Metal Axe and Metal Contra (and soon Metal Beast). See my site for more information.

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Re:No Name MAME
« Reply #304 on: April 16, 2004, 11:41:00 pm »
This may sound like a lame request, but I'd like the option to limit the number of coins you can insert per player.  I personally do not use a coin door, just an "insert coin" pushbutton.  There are several games that let you just keep on inserting an unlimted number of coins, which greatly decreases the challenge of the game when you just play until you beat it.  Granted, you don't HAVE to insert as many coins as you want, but if there were a way to physically restrict the number of times you could continue, it would make it more like console/pc games.  I would like to be able to have more options than just either 0 continues (setting it to "Allow continues - No"), and unlimited continues.  I assume this could be done in the software, couldn't it?  I may be alone in this request, it's just an idea.
« Last Edit: April 16, 2004, 11:44:37 pm by CGRemakes »

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Re:No Name MAME
« Reply #305 on: April 16, 2004, 11:43:37 pm »
It may be easy or hard. I could probably do something like count the number of times 5 is pressed, than disable that button, but than again, I may need to do it on a per driver or per game basis. I'll look into it.

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Re:No Name MAME
« Reply #306 on: April 17, 2004, 09:01:05 am »
ok, now i see.
those "folders" (TGTTF, BGINP, and Loony Bin) are only part of the mame32 builds not part of the commandline builds. That's where i was confused. I only run the commandline version and never saw any new folders :)

thanks,
-jimC

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Re:No Name MAME
« Reply #307 on: April 17, 2004, 03:07:36 pm »
I'm glad everything is sorted out now. If you have any more problems, just let me know.

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NoNameMAME UPDATED!!!
« Reply #308 on: April 19, 2004, 10:01:36 am »

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Re:NoNameMAME UPDATED!!!
« Reply #309 on: April 19, 2004, 10:37:56 am »

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Re:No Name MAME
« Reply #310 on: April 26, 2004, 07:45:51 am »
I just saw the one in this forum. I'll take a look at it over spring break (this coming week).
Hey TGoB,

Could you look at this thread also, http://www.arcadecontrols.org/yabbse/index.php?board=3;action=display;threadid=18170

Would like your feedback.

Thanks in advance.
TGoB,

Did you get a chance to look at this.  If not, I would like to ask about it on the Main MAME forums.

Thanks,

Tiger-Heli
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Re:No Name MAME
« Reply #311 on: April 26, 2004, 03:29:56 pm »
I just updated to the newest version and for some reason Galaga 88 is unplayable now.  I'm getting single digit framerates.  Before it ran at almost full speed.  I'm going to download the standard version from mame.net and see if it is a problem with the official build as well.

EDIT: Just checked it on the official build and it plays perfectly.
« Last Edit: April 26, 2004, 03:36:01 pm by Todd H »

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Re:No Name MAME
« Reply #312 on: April 26, 2004, 04:04:53 pm »
Tiger-Heli: I haven't had a chance, sorry.

Todd H: Odd, I'll look into it.

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Re:No Name MAME
« Reply #314 on: May 02, 2004, 09:46:01 pm »
I came up with the "best game I've never played" thread, and I dont even get a name drop?!? Inconcievable!  ;)

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Re:No Name MAME
« Reply #315 on: May 02, 2004, 10:23:42 pm »
I came up with the "best game I've never played" thread, and I dont even get a name drop?!? Inconcievable!  ;)

Sorry about that, with so much getting tossed around it is hard to get everyone's name. *thinks* How about this.

[size=72]TheTurk[/size]

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Re:No Name MAME
« Reply #316 on: May 10, 2004, 03:14:51 pm »
Hi TGoB,

Can you add ianpatt's changes to cheat.c in this thread http://www.arcadecontrols.org/yabbse/index.php?board=3;action=display;threadid=18170 to a future NoNameMAME build?

Thanks!!!
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Re:No Name MAME
« Reply #317 on: May 10, 2004, 03:52:19 pm »
Consider it done.

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Re:No Name MAME
« Reply #318 on: May 10, 2004, 03:54:13 pm »
It's not what you take when you leave this world behind you, it's what you leave behind you when you go. - R. Travis.
When all is said and done, generally much more is SAID than DONE.

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Re:No Name MAME
« Reply #319 on: May 10, 2004, 08:08:01 pm »
what about advance mame or some other monitor friendly add on

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Re:No Name MAME
« Reply #320 on: May 10, 2004, 09:08:56 pm »
Advance MAME may be monitor friendly, but it is certainly not coder friendly. I have plans to look into that when I have more free time. Maybe this summer.

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Re:No Name MAME
« Reply #321 on: May 11, 2004, 04:46:31 am »
Great, well if nothing else thanks for checking it out.

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Re:No Name MAME
« Reply #322 on: May 14, 2004, 10:50:22 pm »
Updated a bunch of stuff. Played with the Megadriver stuff. Cut the DOS version (snip snip).

Changes:
0.82u1.11:
 - Updated to MAME 0.82u1 source
 - Replaced MAME32 code with MadeInMame32 0.81 source
 - No longer pretending to have a DOS version
 - Added CPU overclock delay (ianpatt)
 - Fixed Metal Beast and Metal Contra to match Metal MAME (Nino)
 - Added Speed Metal Gyruss support (Nino)
 - Preliminary Metal Beast support (Nino)

SourceForge | Homepage
« Last Edit: May 14, 2004, 10:50:54 pm by TheGatesofBill »

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Re:No Name MAME
« Reply #323 on: May 16, 2004, 02:01:34 am »
This may sound like a lame request, but I'd like the option to limit the number of coins you can insert per player.  I personally do not use a coin door, just an "insert coin" pushbutton.  There are several games that let you just keep on inserting an unlimted number of coins, which greatly decreases the challenge of the game when you just play until you beat it.  Granted, you don't HAVE to insert as many coins as you want, but if there were a way to physically restrict the number of times you could continue, it would make it more like console/pc games.  I would like to be able to have more options than just either 0 continues (setting it to "Allow continues - No"), and unlimited continues.  I assume this could be done in the software, couldn't it?  I may be alone in this request, it's just an idea.

Did you happen to find out if this was easy/possible?  If it's not easy, or just not a feature worth adding, that's cool, I greatly appreciate you offering your time and talents to help all of us out.  :)

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Re:No Name MAME
« Reply #324 on: May 16, 2004, 02:37:36 am »
Wow, I don't remember reading that before. That sounds feasable. I just have to think of the best way to implement it. Probably some command line switch or ini file. Should it be on a per game basis or just one value for all games? This may not make the next version, but it will make the todo list.

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Re:No Name MAME
« Reply #325 on: May 17, 2004, 09:15:27 am »
Wow, I don't remember reading that before. That sounds feasable. I just have to think of the best way to implement it. Probably some command line switch or ini file. Should it be on a per game basis or just one value for all games? This may not make the next version, but it will make the todo list.
It was originally reply number 304.
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Re:No Name MAME
« Reply #326 on: May 17, 2004, 04:16:59 pm »
No need to defend it. I just said I didn't remember. My memory isn't really all that good.

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Re:No Name MAME
« Reply #327 on: May 17, 2004, 04:21:55 pm »
No need to defend it. I just said I didn't remember. My memory isn't really all that good.
I wasn't defending it, I just thought you might like to know the original post number to refer back to it to see what your response was at the time.

No offense intended.
It's not what you take when you leave this world behind you, it's what you leave behind you when you go. - R. Travis.
When all is said and done, generally much more is SAID than DONE.

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Re:No Name MAME
« Reply #328 on: May 17, 2004, 04:54:24 pm »
I just re-read my post, sorry. I wasn't offended at all. Either way, it escaped my todo list before, but its on there now, so it should get done. Maybe even within the next twenty years. ;)

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Re:No Name MAME
« Reply #329 on: May 17, 2004, 06:23:44 pm »
Wow, I don't remember reading that before. That sounds feasable. I just have to think of the best way to implement it. Probably some command line switch or ini file. Should it be on a per game basis or just one value for all games? This may not make the next version, but it will make the todo list.

If it's possible, it would probably be better on a per game basis, as some games are more difficult to beat than others, and will thus require more continues.  Thanks again!  :)

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Re:No Name MAME
« Reply #330 on: May 17, 2004, 06:36:19 pm »
Okay, now I just need some free time to plow through the source code and figure out how to do this.

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Re:No Name MAME
« Reply #331 on: May 17, 2004, 09:27:54 pm »
How about adding folders for the Misfit Mame and PacMame games? Or maybe just an 'Unofficial' folder? I can't remember what games came from where, but then again I can't tell my arse from my elbow anymore...

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Re:No Name MAME
« Reply #332 on: May 17, 2004, 09:33:31 pm »
I guess I could do something like that, but I have no idea what is what. I could probably make an unofficial ini, but that would be as specific as I could easily get. If someone wanted to make a list of what came from where, I'd include it though.

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Re:No Name MAME
« Reply #333 on: May 20, 2004, 09:09:54 am »
Hello there,

  I'm curious about running ClrMamePro to organize my ROMs using the information from NoName's -listinfo.

  I got all the PacMame ROMs and dumped them into my ROMs folder then ran ClrMamePro/NoName using that folder and ended up with a bunch of misspelled ROMs that all wanted to be named 'pacman' (which, you can't do if they're all in the same directory).

  Should I not be using NoName's -listinfo to organize my ROM folder?

-Steve

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Re:No Name MAME
« Reply #334 on: May 20, 2004, 03:49:04 pm »
I really have no idea, I'll download ClrMame later and have a look. I've never used it myself.

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Re:No Name MAME
« Reply #335 on: May 24, 2004, 12:14:55 pm »
Hello there,

  I'm curious about running ClrMamePro to organize my ROMs using the information from NoName's -listinfo.

  I got all the PacMame ROMs and dumped them into my ROMs folder then ran ClrMamePro/NoName using that folder and ended up with a bunch of misspelled ROMs that all wanted to be named 'pacman' (which, you can't do if they're all in the same directory).

  Should I not be using NoName's -listinfo to organize my ROM folder?

-Steve

I used ClrMamePro to update my NoName roms and didn't have any problems (apart from finding it pretty hard to locate missing roms). It sounds like the PacMame roms you have are merged sets, so each set contains roms that should only be in the pacman set.

I had all my regular Mame roms in the usual folder, and put all the PacMame and Misfit roms I could find in a seperate 'Add' folder, then ran a scan so ClrMame plucked whatever NoName roms it could find in the 'Add' folder and put them into the appropriate new sets in my usual folder.

Strill can't find a good CRC mrpac rom, but everything else checks out.

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Re:No Name MAME
« Reply #336 on: May 24, 2004, 03:20:39 pm »
Strill can't find a good CRC mrpac rom, but everything else checks out.
Maybe I should just change the CRC to whatever you have. Mind telling me what file and CRC is wrong and the correct info for it so I can fix it?

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Re:No Name MAME
« Reply #337 on: May 24, 2004, 04:07:24 pm »
Strill can't find a good CRC mrpac rom, but everything else checks out.
Maybe I should just change the CRC to whatever you have. Mind telling me what file and CRC is wrong and the correct info for it so I can fix it?

Mr. Pac! [folder: mrpac]
wrong crc32: s8-09.bin [wrong: 0xff01d8a0] [right: 0xbea1ad55]


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Re:No Name MAME
« Reply #338 on: May 24, 2004, 04:59:38 pm »
Fixed.

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Re:No Name MAME
« Reply #339 on: May 25, 2004, 09:41:39 am »
Hello there,

  I'm curious about running ClrMamePro to organize my ROMs using the information from NoName's -listinfo.

  I got all the PacMame ROMs and dumped them into my ROMs folder then ran ClrMamePro/NoName using that folder and ended up with a bunch of misspelled ROMs that all wanted to be named 'pacman' (which, you can't do if they're all in the same directory).

  Should I not be using NoName's -listinfo to organize my ROM folder?

-Steve

I used ClrMamePro to update my NoName roms and didn't have any problems (apart from finding it pretty hard to locate missing roms). It sounds like the PacMame roms you have are merged sets, so each set contains roms that should only be in the pacman set.

I had all my regular Mame roms in the usual folder, and put all the PacMame and Misfit roms I could find in a seperate 'Add' folder, then ran a scan so ClrMame plucked whatever NoName roms it could find in the 'Add' folder and put them into the appropriate new sets in my usual folder.

Strill can't find a good CRC mrpac rom, but everything else checks out.

  Thanks guys! I'll take a look at my ROMs when I get a chance!

-Steve

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Re:No Name MAME
« Reply #340 on: May 25, 2004, 11:10:59 am »
I used ClrMamePro to update my NoName roms and didn't have any problems (apart from finding it pretty hard to locate missing roms). It sounds like the PacMame roms you have are merged sets, so each set contains roms that should only be in the pacman set.

  So should I rebuild my PacMame ROMs first as split sets?

-S

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Re:No Name MAME
« Reply #341 on: May 26, 2004, 05:09:52 pm »
A bunch of stuff fixed in MAME32 (not 100% fixed yet though), a bunch of misc changes, and a source update.

Changes:
0.82u2.12:
 - Updated to MAME 0.82u2 source
 - Changed default password to "noname"
 - All games are now unlocked and password disabled by default (LG)
 - Changed MAME32ui.ini to nonameui.ini
 - Other misc MAME32 tweaks
 - Finished Metal Beast support (Nino)
 - Added Unofficial folder
 - Fixed CRC in Mr. Pac!
 - Coin 1 now starts Pong instead of Start 1
 - Fixed a typo in the Metal Contra driver

SourceForge | Homepage

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Re:No Name MAME
« Reply #342 on: May 26, 2004, 06:30:54 pm »
Ah nuts! I was looking forward to playing Metal Beast, but neither version (xp or regular) of .82u2.12 will run.

I run the exe, the 'Made In Mame 32' splash pops up, then it tells me that it encountered a problem and needs to close. I don't know anything about it, but I hit debug and Microsoft Development Environment opened up and says:
Unhandled exception at 0x0087fdfd in noname32.exe: 0xC0000005: Access violation reading location 0x00000018.

Anyone else having dificulty?

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Re:No Name MAME
« Reply #343 on: May 26, 2004, 06:49:11 pm »
Looks like a typical example of my wonderful quality control. I'll recompile it and upload it either after my show tonight (I'm on in 10 mins) or tomorrow after school.

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Re:No Name MAME
« Reply #344 on: May 27, 2004, 08:50:13 pm »
For some reason I cannot get the MAME32 builds to run. I hope to have it resolved soon.

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Re:No Name MAME
« Reply #345 on: May 28, 2004, 07:13:47 am »
Hi,

Just thought I'd post to say thanks for developing and maintaining nonameMAME - it is my favourite MAME derivative.

Actually, since the smoothMAME chap stopped releasing binaries, I am dependant on noname to play quite a few of my favourite games in non-jerky-o-vision. Thanks!

 :)

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Re:No Name MAME
« Reply #346 on: May 28, 2004, 02:15:28 pm »
second that

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Re:No Name MAME
« Reply #347 on: May 28, 2004, 03:23:10 pm »
Glad you like it.

I hope to have MAME32 fixed soon.

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Re:No Name MAME
« Reply #348 on: May 28, 2004, 10:54:09 pm »
I got it working again! I'm recompiling right now, it will be online either late tonight or first thing tomorrow.

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Re:No Name MAME
« Reply #349 on: May 29, 2004, 12:59:52 pm »
Fixed MAME32 by going to a barely edited MIM32. Also added a bunch more CPU optimizations because of boredom. The total number of possible No Name MAMEs is now 208.

Changes:
0.82u3.12 "OMG FURRIES!":
 - Updated to MAME 0.82u3 source
 - Reverted / updated to MadeInMame32 0.82 source
 - Now working again
 - Added a bunch more CPU optimization options

SourceForge | Homepage
« Last Edit: May 29, 2004, 01:02:45 pm by TheGatesofBill »

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Re:No Name MAME
« Reply #350 on: May 29, 2004, 01:26:52 pm »
Okay, 82u3 runs at least. But when I try to run a game I get this 'Playing any game from command line is not allowed when password is enabled but not verified" problem.

I went to Options>Password , selected 'Disable password' , entered the password 'noname' - it tells me that 'Password disabled' but when I try and run a game it tells me the same thing.

Anyone?

TheGatesofBill

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Re:No Name MAME
« Reply #351 on: May 29, 2004, 03:55:30 pm »
Delete nonameui.ini and restart MAME32. That should work. Remember that the password is off by default now.

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Re:No Name MAME
« Reply #352 on: May 29, 2004, 05:54:20 pm »
Delete nonameui.ini and restart MAME32. That should work. Remember that the password is off by default now.

I deleted nonameui.ini but it's still doing the same thing. ???

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Re:No Name MAME
« Reply #353 on: May 29, 2004, 06:14:33 pm »
I can't find the problem. I'll keep looking though.

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Re:No Name MAME
« Reply #354 on: May 30, 2004, 11:30:49 pm »
Changed back to MAME32 source to make it work.

Changes:
0.82u3.12a "OMG FURRIES!":
 - Changed back to MAME32 0.82 source

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Re:No Name MAME
« Reply #355 on: May 31, 2004, 09:55:18 am »
Whew! Working perfectly, thanks!

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Re:No Name MAME
« Reply #356 on: May 31, 2004, 10:01:53 am »
I'm not really sure whats wrong in MIM32, I'll probably just have to send LG another e-mail. I think I'm exhausting his patience.

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Re:No Name MAME
« Reply #357 on: June 09, 2004, 09:48:36 pm »
A bunch of updates and stuff. I'm currently looking into adding SDL_net or similar. If you know how to use it, please contact me.

Changes:
0.83.13:
 - Updated to MAME 0.83 source
 - Updated to MAME32 0.83 source
 - Updated to MameAnalog+ 0.83 source (u_rebelscum)
 - XP versions now unneeded (u_rebelscum)
 - Fixed some minor issues
 - Fixed missing bm6thmix in driver.c (robber804)
 - Added "fixed" version of Cannonball as cballfix.zip (MASH)
 - Added MASH's bug fixes
 - Updated MameAnalog+ ctrlr files (u_rebelscum)
 - Updated MAWS folder (cutebutwrong)

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Re:No Name MAME
« Reply #358 on: June 09, 2004, 10:24:33 pm »
Updated MameAnalog+ ctrlr files (u_rebelscum)

Man, am I out of the loop.  What's this?

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Re:No Name MAME
« Reply #359 on: June 09, 2004, 10:46:58 pm »
Not 100% sure. To be honest I just downloaded them and included them in the zip. They are just the ctrlr ini's that u_rebelscum has on his website.

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Re:No Name MAME
« Reply #360 on: June 10, 2004, 08:56:18 am »
Updated MameAnalog+ ctrlr files (u_rebelscum)

Man, am I out of the loop.  What's this?
They're mainly used for setting up Real SNK joysticks (using 12 encoder inputs each for rotation) and real 720 degrees and 49-way controllers.  If you read them, they're pretty self-explanatory.
It's not what you take when you leave this world behind you, it's what you leave behind you when you go. - R. Travis.
When all is said and done, generally much more is SAID than DONE.

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Re:No Name MAME
« Reply #361 on: June 10, 2004, 09:20:01 am »
at work... so I can test it... but...

didn't you take all of MamePlus changes?  Do you have access to the fishbowl filter?


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Re:No Name MAME
« Reply #362 on: June 10, 2004, 05:40:44 pm »
didn't you take all of MamePlus changes?
I can't remember!

Do you have access to the fishbowl filter?
Gimme source and I'll look into adding it.

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Re:No Name MAME
« Reply #363 on: June 11, 2004, 09:46:25 am »
The source is here.  

http://mame.emu-zone.org/

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Re:No Name MAME
« Reply #364 on: June 13, 2004, 07:36:48 pm »
Can someone help me setup a compile environment for NoName?

I've been compiling MAME up to now w/o a problem using the standard compile environment as supplied on mame.net (using MinGW on windows).

When I try to compile the latest source from the sourceforge, it exits after a few minutes with errors.

I'm trying to compile with the following parameters:

make OUTLAW=1 OPT=p4

Help!

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Re:No Name MAME
« Reply #365 on: June 13, 2004, 09:12:34 pm »
Use this one: http://sourceforge.net/project/showfiles.php?group_id=91067&package_id=111299&release_id=221105 . It's all set up and everything, just set the path and you're good to go.

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Re:No Name MAME
« Reply #366 on: June 14, 2004, 09:40:45 am »
Thank you! Worked great..

I have a MAME 0.80 complete set and I'm trying to move it to 0.83.. I use CLRMAME Pro...

I've noticed that when it scans (via -gamelist) the MAME.EXE file, it reports a few errors.  Has anyone else noticed this with NoName? Is there a DATAFILE I should be using off the web, or trust CLRMAME Pro to build one from NoNAME?

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Re:No Name MAME
« Reply #367 on: June 21, 2004, 06:35:14 am »
Hey TGoB,

Urebel just released a new version on MameAnalog Plus that (re)enables saving of mouse settings - Could you add the new code into a future NNM release, please?

Thanks again for all the hard work.
It's not what you take when you leave this world behind you, it's what you leave behind you when you go. - R. Travis.
When all is said and done, generally much more is SAID than DONE.

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Re:No Name MAME
« Reply #368 on: June 21, 2004, 02:42:05 pm »
It's already there, and will be present in the next release. Before the next release, I need to look at the code LG e-mailed me and see if I can get MadeInMame working correctly.

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Re:No Name MAME
« Reply #369 on: June 21, 2004, 04:23:12 pm »
Bill, first, thanks for your work on this, I am going to d/l and try out your version of mame.  I am probably going to ask an obvious question, in my defense, I did page through all 10 pages of replies to this thread, but must admit I didn't read every one.

I see you incorporate mameanalog from urebelscum.  I last play with that about a year ago, even managed to compile following the (apparently good!) compile instructions (I am not a programmer so that's quite an accomplishment).  Was wanting to get a panel set up to play 2 player sprint, that was my main goal.  But never got the wheels so dropped.

Anyway, first do I need to compile No Name Mame, or is it "ready to go" upon download?

Second, do I need 2 mouses/mice to get 2 player Sprint going, or can I use the 2 axis from 1 mouse to do this?

thanks,
« Last Edit: June 21, 2004, 04:29:32 pm by bdsjake »

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Re:No Name MAME
« Reply #370 on: June 21, 2004, 04:44:01 pm »
Anyway, first do I need to compile No Name Mame, or is it "ready to go" upon download?

Second, do I need 2 mouses/mice to get 2 player Sprint going, or can I use the 2 axis from 1 mouse to do this?
Binary is ready to go!
You'll want to run it with the -cc option to create a new .ini file.
You can use 1 mouse and the Splitmouse axis option.  See UrebelScum's site for details, then use NoNameMAME!.
It's not what you take when you leave this world behind you, it's what you leave behind you when you go. - R. Travis.
When all is said and done, generally much more is SAID than DONE.

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Re:No Name MAME
« Reply #371 on: June 21, 2004, 04:56:12 pm »
ah, excellent!  This is almost getting too easy... :)

(I thought that was what binary meant, but not being a programmer....)

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Re:No Name MAME
« Reply #372 on: June 21, 2004, 06:55:03 pm »
I hope you like it, if you have any questions / complaints / suggestions let me know. I respond to every message I get.

And just for the record, my name is David Maher, not Bill. :P

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Re:No Name MAME
« Reply #373 on: June 22, 2004, 02:41:42 pm »
Just a bunch of updates and such. Still looking into SDL_net.

Changes:
0.83.14:
 - Updated to MameAnalog+ 0.83.2 source (u_rebelscum)
 - Switched back to MadeInMame 0.83 (LG)
 - Updated to new Hardware folder (Bz)
 - Removed the need for dummy ROMs
 - Added region hacked CPS2 games

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Re:No Name MAME
« Reply #374 on: July 01, 2004, 05:08:11 pm »
Hey, what do you use to do the artwork_filledges?  Do you have a diff file?  Is it the same file on my site?  Because I was looking over that and something isn't right.  I was wondering what you use.

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Re:No Name MAME
« Reply #375 on: July 02, 2004, 12:50:09 am »
I use your diff for that function.

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Re:No Name MAME
« Reply #376 on: July 02, 2004, 12:55:23 am »
Ok, fyi, all that code doeas is the first part of the hack, do artwork_crop but only crop the top and bottom, essentially.

There's a link to the original and new diff in this thread:

http://www.arcadecontrols.org/yabbse/index.php?board=3;action=display;threadid=21170

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Re:No Name MAME
« Reply #377 on: July 06, 2004, 10:27:00 pm »
I'm throwing in the towel for a bit. This is just exhausting me far too much for what it is at the moment. If you feel like lending a hand with No Name MAME, snag the latest source and help get it to compile, fixing the things "REMOVED FOR MAME<whatever>" would help too. If patches or code changes are sent to me, I'll add them and release it. Otherwise, I'm just gonna step back for a while.

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Re:No Name MAME
« Reply #378 on: July 07, 2004, 07:44:50 am »
Thats too bad.. a TON of people LOVE your build.  It is by far the best mame build to date (especially if complete is in your definition for best).

Sit back and take a break for sure.  Hopefully either you get your inspiration back, or someone comes and helps you out.  I would hate to see such a great mame build stop.

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Re:No Name MAME
« Reply #379 on: July 07, 2004, 10:03:45 am »
Lilwolf nailed it.

No name is by far the most comprehensive and effective version mame out there. Thanks for all the hard work now go relax and actually play some of the games you have.

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Re:No Name MAME
« Reply #380 on: July 07, 2004, 10:21:06 am »
Shame....I can understand why you need a break tho with all the extra stuff going in...

Hopefully it will encourage some others to chip in...

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Re:No Name MAME
« Reply #381 on: July 07, 2004, 11:45:03 am »
....but NONAME is coming back, right?

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Re:No Name MAME
« Reply #382 on: July 07, 2004, 04:11:27 pm »
I understand how Gates feels.  When I was rolling my own mame I tried to include everything along with working on my own hacks.  It's very hard to keep up and going.  Since it is sourceforged someone else could easily come in and help keep it up to date too.

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Re:No Name MAME
« Reply #383 on: July 07, 2004, 04:36:41 pm »
....but NONAME is coming back, right?
Maybe.

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Re:No Name MAME
« Reply #384 on: October 04, 2004, 10:24:50 pm »
Just realized I haven't posted an update here in a while, and not everyone visits my site. Here is it briefly: I'm working on starting No Name MAME fresh (again) with MAME 0.whatever-the-heck-the-most-recent-version-is. Anyways, here is the most recent posting from my site:

If you don't feel like donating directly, at least help me get an iPod. I just need five people to complete an offer before I get it. To further motivate you, I will work overtime to release a new version of No Name MAME within a week of that being completed.

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Re:No Name MAME
« Reply #385 on: October 14, 2004, 05:45:42 am »
Not sure if NoName used to include this patch, and if it didn't would you consider sticking it on the todo list?

There was a patch (fsf_ssf.scr) that allowed you to skip (-fast_startup_frames (-fsf) and -skip_startup_frames (-ssf)) the boot sequences for games that took ages by specifiying the number of frames not to throttle or not to display. Most handy, I found....

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Re:No Name MAME
« Reply #386 on: October 14, 2004, 05:22:15 pm »
It used to, and it most likely will again.