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the state of mame
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RayB:
Haze, you're proving my point again. Look at the lengths of your posts in response to... who? Think about that. WHO are you really responding to? Some guys you don't even know, who don't really matter. It's great you want some communication, but don't let yourself get mired in forum arguments THAT DON'T MATTER. I don't it's elitist to seperate yourself from that if it means you won't be bogged down and distracted from what you really want to accomplish with MAME.
Haze:

--- Quote from: RayB on December 21, 2010, 03:03:51 pm ---Haze, you're proving my point again. Look at the lengths of your posts in response to... who? Think about that. WHO are you really responding to? Some guys you don't even know, who don't really matter. It's great you want some communication, but don't let yourself get mired in forum arguments THAT DON'T MATTER. I don't it's elitist to seperate yourself from that if it means you won't be bogged down and distracted from what you really want to accomplish with MAME.


--- End quote ---

Well, you never know who might read it, even if they're just lurking.  I may re-read it myself and summarize it into a followup post on my site anyway.
AndyWarne:

IMHO there is one huge issue with Mame which should be high on the "TODO" list.

Its currently not possible to exactly emulate a game in native resolution unless DirectDraw is used. Direct3D does not work when this is attempted. This is a big drawback because DirectDraw is going out of support and is very buggy under Windows 7.

Its a major part of the principles behind Mame that the games should be emulated as exactly as possible and using a native resolution (or a close fit with equalized borders) is a major part of this.

When using Direct3D there is no option to turn off stretching, which distorts the image and loses the advantage of native resolution, ie 1:1 pixel mapping. Rather than adding small equal borders to fill out to the nearest available resolution available on the hardware, the picture is always stretched to fit the screen.
Harakiri:

--- Quote from: AndyWarne on December 21, 2010, 05:39:43 pm ---
IMHO there is one huge issue with Mame which should be high on the "TODO" list.

Its currently not possible to exactly emulate a game in native resolution unless DirectDraw is used. Direct3D does not work when this is attempted. This is a big drawback because DirectDraw is going out of support and is very buggy under Windows 7.

Its a major part of the principles behind Mame that the games should be emulated as exactly as possible and using a native resolution (or a close fit with equalized borders) is a major part of this.

When using Direct3D there is no option to turn off stretching, which distorts the image and loses the advantage of native resolution, ie 1:1 pixel mapping. Rather than adding small equal borders to fill out to the nearest available resolution available on the hardware, the picture is always stretched to fit the screen.

--- End quote ---

I agree with Andy!

If MameDevs have lack of time, patience and resources they should concentrate improving the available options to maximize OS compatibility. Most of the nineties kids grew up fed by the software industry therefore weren't stimulated to create games or applications, myself included hence this intellectual crisis. People should simply not troll when they done nothing to help others that are actually working for free, MAME already achieved a legendary status no matter what the future holds for it.

I just hope that Gaelco people provide the decryption code so i could play World Rally 2! :P
Haze:

--- Quote from: AndyWarne on December 21, 2010, 05:39:43 pm ---
IMHO there is one huge issue with Mame which should be high on the "TODO" list.

Its currently not possible to exactly emulate a game in native resolution unless DirectDraw is used. Direct3D does not work when this is attempted. This is a big drawback because DirectDraw is going out of support and is very buggy under Windows 7.

Its a major part of the principles behind Mame that the games should be emulated as exactly as possible and using a native resolution (or a close fit with equalized borders) is a major part of this.

When using Direct3D there is no option to turn off stretching, which distorts the image and loses the advantage of native resolution, ie 1:1 pixel mapping. Rather than adding small equal borders to fill out to the nearest available resolution available on the hardware, the picture is always stretched to fit the screen.

--- End quote ---

I think one of those problems is that as well as DirectDraw going modern OS's are doing what they can to get rid of the concept of 'resolution' (or at least the ability to change it to something non-standard) completely.

You've only got to look at current technology which due to it's nature is 'locked' to a single resolution (the native display res) and frequency.  If you want things bigger / smaller these days it's done by scaling the graphics, not changing the resolution.

Supporting such things is fighting against the tide, and you might quickly find Linux to be a better option if you want more control over them (although I don't know, it might already be worse there, I can't say I've paid much attention)

Does SDLMame do a better job on Windows?

It's one for Aaron anyway, for the mainline build it's very much his DDraw / D3D video system in there at the moment on the Windows platforms and there have been a lot of complaints about it since it was switched around 0.106 anyway.  I don't think he cares much about native resolution stuff either, and there is nothing any other developer on the project can do about this IMHO.

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