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Author Topic: the state of mame  (Read 106210 times)

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Cakemeister

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Re: the state of mame
« Reply #40 on: December 20, 2010, 03:32:00 pm »
If I had time I would contribute some of it to MAME. For the new year I'm considering not watching television, maybe that will free up some time.

I would just do save states and stuff like that. I don't have time to contribute another driver like I did with the Galaga tripleship driver I did a couple of years ago.

Old, but not obsolete.

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Re: the state of mame
« Reply #41 on: December 20, 2010, 04:28:50 pm »
"reap the benefits of being part of MameDev"

 :laugh2: :laugh2: :laugh2: :laugh2: :laugh2:



Galaga and Mortal Kombat 2 are already emulated.  Nobody cares about MAME anymore.



That small sentence really stood out for me too.  Please... explain the "benefits" of being a MAMEDev... I'm dying to know.

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Loafmeister

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Re: the state of mame
« Reply #42 on: December 20, 2010, 05:19:22 pm »
Good info in this thread.  You know, the biggest issue Haze is that many, maybe even most people(?) don't care about the documentation, programming the right way, no hacks, etc. They just want the games to work, period.  I'm not suggesting this is the right way to proceed, but there's obviously two alternative views of Mame and you're in one camp and many (the users) are in the other.  If you were to put up a mame version that had Model 2 support running at 60FPS on a single core PC, it would get record downloads and people wouldn't care if it's because of hacks (I know that's not likely to happen, just an example), they just want to play the games.  Think of the movie industry. We don't care if Jurassic Park had cool dinos because of CGI effects or practical effects, we just want them to look cool, to work.  The same is with software.

You're preaching to the choir. I get that things need to be done right but I do think the average joe just doesn't give a crap.  Before the brick is thrown the other way and people call out words like "leech" and "greed", keep in mind when the first mame came out and added multi-emulator support, people didn't care if it was coded properly, they just thought it was cool to run (insert favourite game) and that was that.  People only started to care when Mame, due to its size and complexity, became an entity of its own and needed structure to ensure as you say, nothing gets broken and benefits can be made across the entire emulation cores.  Structure makes sense.

I wish good luck to the entire mame team/project. I don't believe it's dead but I sure don't think the days of old will come back.  That might not be such a terrible thing, we've already been gifted so much and if things slow down, then they slow down.

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Re: the state of mame
« Reply #43 on: December 20, 2010, 06:33:54 pm »
To be honest, Mame was complete for me at .84.  Mame is all about playing the games than archiving the technology which is part of their original mandate and that Grey legal ROM stance.  If they called it quits and stopped emulating games up to a certain year, than I would be more in favor.  There is so many machines out there that is not captured properly like old laserdisc technology, or lost games that do end up on ebay from time to time.  There is so much in Mame that is buggy, poorly implemented or just ignored.

I see new projects stemming from .84 like CoinOPS for the Xbox, or the up and coming Mame for Android that will reach new admirers.  I do not need to buy a $1000 machine to play classics.  Classics is what MAME is about.

Haze's post pretty much sums up his Mame's existence.  Ever since Aaron replaced him (Aaron is an asset, in any venture BTW) Haze has had this chip on his shoulder, and he likes to take out on the community.  Nothing wrong about it, but it is getting old, and it is time to move on.

Haze's comment of his website, is a reflection of his loss of enthusiasm for MAME.  Maybe Haze has found a new direction in Mess.  Mess definitely needs Haze as he is a brilliant coder, and would be an excellent choice for Lead of the project.  I am sure there are many many issues that need fixing, and there is that Laseractive driver waiting to be worked on.  ;)

I do not intend any disrespect towards Haze by this post, as I do understand where he is coming from. 

Mame threadbare is inaccurate.  The resources are there, but not as visible as in the past.

Time to let go Haze.  Your baby has grown up and moved on without you.
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Re: the state of mame
« Reply #44 on: December 20, 2010, 06:43:54 pm »
"reap the benefits of being part of MameDev"

 :laugh2: :laugh2: :laugh2: :laugh2: :laugh2:



Galaga and Mortal Kombat 2 are already emulated.  Nobody cares about MAME anymore.



That small sentence really stood out for me too.  Please... explain the "benefits" of being a MAMEDev... I'm dying to know.



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Re: the state of mame
« Reply #45 on: December 20, 2010, 07:18:45 pm »
 :soapbox:

Anyone who says things like "MAME (or insert emulator here) is complete because it plays the games I want!!!" doesn't really under stand MAME or any emulators purpose in general. The idea is to digitally preserve these systems and games as accurately as possible. All of them. Not just the popular ones.

I own many consoles and games spanning from the O2 to PS3, and a Dig Dug board. But I know these will not last forever. Emulation is about preserving these devices as electronics fail with age.

I'm a purist. I support full functioning, hackless emulators. And that is how I have always interpreted the MAME/MESS mission.

Just my 2 cents. And I apologize in advance for typos. I hate posting using a phone.

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Re: the state of mame
« Reply #46 on: December 20, 2010, 07:33:23 pm »
If I had any real programming ability I'd hop on board - being self-employed leaves me a lot of time to work on other things. Since I am not a programmer by any stretch of the imagination, is there any work that regular people could help with?

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Re: the state of mame
« Reply #47 on: December 20, 2010, 07:50:08 pm »
I see new projects stemming from .84 like CoinOPS for the Xbox, or the up and coming Mame for Android that will reach new admirers.  I do not need to buy a $1000 machine to play classics.  Classics is what MAME is about.

However what is a 'classic' changes as time goes on.  I'm only 28 and I don't reguard Pac-Man as a nostalgic classic game from my past.  Know what I think of as classics?  Early 90's arcade games.  I still grin when I hear 'Let's Go Away' from Daytona USA by Sega.  As the years go on, the era of games desired by the typical person looking for their nostalgia fix will shift to what they remember when THEY were younger.

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Re: the state of mame
« Reply #48 on: December 20, 2010, 11:40:20 pm »
I see new projects stemming from .84 like CoinOPS for the Xbox, or the up and coming Mame for Android that will reach new admirers.  I do not need to buy a $1000 machine to play classics.  Classics is what MAME is about.

However what is a 'classic' changes as time goes on.  I'm only 28 and I don't reguard Pac-Man as a nostalgic classic game from my past.  Know what I think of as classics?  Early 90's arcade games.  I still grin when I hear 'Let's Go Away' from Daytona USA by Sega.  As the years go on, the era of games desired by the typical person looking for their nostalgia fix will shift to what they remember when THEY were younger.

Indeed.. which is why the lack of coders from the more recent generations is a concern.

I think some of it is reflective of the industry.  I grew up with my ZX Spectrum, Amstrad CPC, Amigas etc.

This meant I was exposed to coding from a young age, and found it enjoyable.  It was accessible, and made learning possible.  It gave me an alternative, even when I was 10 I could write 'games' and share them with my friends, and they'd think they were cool.  There were worse things actually for sale!

The generation after mostly grew up with Windows and the Playstation.  By default Windows doesn't really offer much of a programming environment, and the Playstation (hacks aside) is locked down.  Not something you can really learn programming on.

The current generation XBOX360 and iPhone.  If you want to develop on the 360 it costs you a subscription (and you can only do C#, although, not hardware level in any way), and if you want to develop on the iPhone (which also requires a Mac), likewise, plus you have to pay Apple every time they decide to update the OS.  Is a parent really going to pay for an 8 year old to have access to this, and the PC/Mac you need to develop? of course not.

The first exposure anybody is going to have to programming is probably going to be, at best, some visual basic at college, and most likely because they didn't know what they were getting into.  All they're likely to code are lame apps to pass a course, which they'll hate coding, and not want to go any further with.  Nobody is going to think what they made is cool.  People who learn to program now are generally paying for courses, and end up expecting to be paid for their work.  fun, enjoyment and discovery are no longer the primary motivating factors.  Nor is there any experience with direct hardware access (everything is through APIs in high level languages) which further limits the skills needed for reverse engineering and emulation.  It's just become another 'job'.

I think the locking down, and inaccessibility of modern platforms is a major problem for open source development (and possibly the industry as a whole) moving forward.  It's even worse for projects like MAME due to the lack of 'hardware level' exposure, meaning modern programmers have no experience in important areas.

It's interesting to read some of the comments, because there is still work to do on the 'classics' in MAME, the endless lists of 'imperfect graphics' 'imperfect sound' etc. clearly shows that.  It doesn't really matter if you're talking about games from the 80s, or 90s, there is still work to be done all over the shop.  This is recognized both by people posting here, and the developers.  I've spent a lot of time going over drivers (mostly 90s era) and cleaning up / fixing what I can, but burnout is common, and more hands are needed! (hence the post I made in the first place)

Also the comment about MAME leaving me behind is a curious one, if it weren't for the contributions myself and Kale have made over the last year the project would have probably stalled even earlier.  It's rather evident that during this Christmas period, when we both have time to contribute a bit more that actual progress is being made again.  IN the past week you've got the 2nd generation Cave games, rare Taito classic era 'Rumba Lumba', Fixes to long standing problems in IREM's Fire Barrel, even some (small) improvements to the Seibu emulation which may eventually lead to Raiden 2 working.  Olivier has also stepped up with a fix to the sound core used on PGM (which benefits the Cave games) and again, a couple of small steps towards Raiden 2 etc.  It's always good to see older devs still contributing when they can.

I wouldn't say I have anything against Aaron, I think to some point he's fighting against the tide (due to the earlier points I make, and general attitudes towards the project) even if I think in some areas maybe he could manage things better.  As I've said, the team seems quite cold to outsiders still.  Anyway, my point is, I think it's quite hard to make a valid argument that the project has left me and the people I work with behind when the evidence strongly suggests that without our current contributions (which have been lacking in the previous couple of months) the project would be in a worse state than it is.

As for benefits of being on Mamedev, I wrote a post in the comments of the article about this, which should make things quite clear.  Basically the point was that some people become involved to just be part of the team, as such get priority access to various resources and direct contact with the devs, then simply abuse this position to request everything they want, without actually giving anything further back even if they clearly have time to do so.  From one of the replies in there, it seems that MAME isn't the only project with this problem, and given the source of the reply (the Dolphin devs) it pretty much lays to rest any argument that it has anything to do with the license.

There are still some pretty significant arcade games with major work to do in the emulation.  The Seibu stuff is the obvious one (and it's quite embarrassing that some games from the early 90s aren't yet supported, but the protection is *that* tough) but there are also still Taito, Gaelco, Jaleco, Atari, Sega, Nichibutsu and Konami titles from the 80s and 90s as well as many others which just plain don't work yet.  These aren't minor 'unknown' companies, and the hardware I'm talking about is still 2D era.   That's without bringing the old discrete games into it, which are in a league of their own.  MAME is not done, not by a long shot, the underlying emulation of many classic systems still leaves a lot to be desired.  It might emulate 'favourite game X' but that's a rather narrow-minded approach.

As for 'most people just care about the games, not about it being accurate'  Yes, to a degree that's true, but again, it's something that's becoming increasingly true with each passing generation.  Sure, MAME has some hacks where the devs couldn't figure things out (or MAME didn't support what was needed at the time) and I've spent a fair amount of time cleaning them up, and emulating things properly (which often has subtle benefits to other areas of the games which weren't noticed) BUT the mentality now seems to be almost 'the hacks are good'.   This again is more reflective of commercial products, and may be a side-effect of the initial problem I outlined in the initial post.  In the games industry the goal is to get something shipped, on time, by any means possible.  There can be bugs, as long as the user doesn't notice them, there can be hacks, as long as they help prevent the user from noticing the bugs.  The desire to do things properly has been lost.

The traditional hobbyist programmer would work for days, and enjoy coming up with a proper, clever solution; that's half the fun.  The modern programmer just works towards getting something shipped in a way that the user will believe to be correct.  This comes from conditioning, experience, and the learning process.

The problems seem to lie with a shift in culture, both the shift in arcade culture towards home systems, the shift in the openness of home systems, and the shift in which people are exposed to programming.  This changes attitudes and priorities, and in the end isn't that good for a project like MAME.  It's sad, because this is part of our heritage but the industry of old is a tiny fraction of the huge soulless commercial monster that is the games industry today.  In terms of ROM data you can fit pretty much the entire output of the games industry (home and arcade) until 1995 on a flash card in your pocket and to many people these days, it isn't worth much more than that, and never will be.

Part of me would like to hang up my boots, and just move on to other projects, but every time I try to do that I just see the amount of stuff that isn't being done, or the amount of stuff that is being done wrong and the feeling of guilt and responsibility, for not actually taking care of it is too much for me to just abandon everything.  It's easy for some people to say I don't do enough, but I do as much as I can.  There are limits to my ability tho, and they're going to be hit sooner rather than later. Again, this is why I felt the need to write the post, the project needs developers, with the right skills to continue to take the project forward otherwise progress (which includes fixing of bugs in older emulated hardware) is just going to hit a brick wall.

« Last Edit: December 21, 2010, 10:41:41 am by Haze »

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Re: the state of mame
« Reply #49 on: December 21, 2010, 11:41:50 am »
I see new projects stemming from .84 like CoinOPS for the Xbox, or the up and coming Mame for Android that will reach new admirers.  I do not need to buy a $1000 machine to play classics.  Classics is what MAME is about.

However what is a 'classic' changes as time goes on.  I'm only 28 and I don't reguard Pac-Man as a nostalgic classic game from my past.  Know what I think of as classics?  Early 90's arcade games.  I still grin when I hear 'Let's Go Away' from Daytona USA by Sega.  As the years go on, the era of games desired by the typical person looking for their nostalgia fix will shift to what they remember when THEY were younger.

Thats EXACTLY how I feel. Same age, same words, everything. Except replace my grin when Mega Man said "Marvel Vs Capcom!!!" when you put a quarter in! And many others of course. Hell, I miss that old Ghost Town shooter game with the zombie targets.  ;D
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Re: the state of mame
« Reply #50 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.
NO MORE!!

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Re: the state of mame
« Reply #51 on: December 21, 2010, 05:28:39 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.


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.

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Re: the state of mame
« Reply #52 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.

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Re: the state of mame
« Reply #53 on: December 21, 2010, 06:01:29 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.

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

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Re: the state of mame
« Reply #54 on: December 21, 2010, 11:10:13 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.

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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Re: the state of mame
« Reply #55 on: December 21, 2010, 11:14:41 pm »
It's almost if you enjoy griping about the state of mame rather than doing anything to change it.....

 :dunno

I think you're missing the point.  I am doing something to change it, I'm one of the people who is left still actually doing something.

a) I'm continuing to work on the code, improving drivers and writing new ones
b) I'm making people aware that the project does need new people to contribute
c) I'm keeping people informed as to what progress is made to help them see there is still some cool stuff being done which they could become involved
d) I'm chasing down people to get things submitted when they've reported progress, but never sent anything as this situation can stall development of drivers if other people are relying on that code, or need the changes to make more progress.
e) I'm working with the people buying PCBs to tell them what we need for testing etc. and reference videos in order to fix more bugs.

that's about all I can do.  I can't really put a gun to people's head or clone myself to get more done.. quite a bit of it involves thinking about what you've discovered too and how to move further too.

« Last Edit: December 21, 2010, 11:17:27 pm by Haze »

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Re: the state of mame
« Reply #56 on: December 21, 2010, 11:36:00 pm »
I see new projects stemming from .84 like CoinOPS for the Xbox, or the up and coming Mame for Android that will reach new admirers.  I do not need to buy a $1000 machine to play classics.  Classics is what MAME is about.

However what is a 'classic' changes as time goes on.  I'm only 28 and I don't reguard Pac-Man as a nostalgic classic game from my past.  Know what I think of as classics?  Early 90's arcade games.  I still grin when I hear 'Let's Go Away' from Daytona USA by Sega.  As the years go on, the era of games desired by the typical person looking for their nostalgia fix will shift to what they remember when THEY were younger.

Right here.

I love Galaga, Pac-Man, Asteroids, Donkey Kong, and Space Invaders as much as the next person, but I came up from the early to mid 90s walking into the few arcades left. The Saturn/PSX based games are especially nostalgic to me. Than we'll have a new wave of people interested in MAME that probably wanna see Crisis Zone, House of the Dead 4, Pump it Up, and Police 911 emulated, and I feel REALLY sorry for them. But to say when MAME feels complete or is already running the "best games" is subjective.

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Re: the state of mame
« Reply #57 on: December 22, 2010, 04:56:42 pm »
Passion is a huge motivator, I think HAZE has it, hence his long posts reflect it. I myslef am suprised at the ammount of "its good enough" posts. MAME was never about us playing the games, it was about preserving the games the best they could. Of course if we cant play them, I do wonder how far MAME would have went? I do think the "i got mine, who cares about  the rest" attuitude is bad. I do understand the money thing, we have went from a country that (long before my time) sent people to die for it, to a country thats catch phrase is "show me the money". Doing something for nothing other than satisfaction and knowing its the right thing to do is not in most peoples train of thought anymore.

I hate to see MAME die or even go dormant, but I cant do anything but put in some contrubtions ( i have)... my programing skill is limited.

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Re: the state of mame
« Reply #58 on: December 22, 2010, 06:08:21 pm »
*snip*
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Re: the state of mame
« Reply #59 on: December 23, 2010, 05:58:52 am »
.... seriously?

Haze thank you and chill out, everyone else stop complaining, go play some games, goodnight... and happy holidays!

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Re: the state of mame
« Reply #60 on: December 24, 2010, 06:40:50 am »
I see new projects stemming from .84 like CoinOPS for the Xbox, or the up and coming Mame for Android that will reach new admirers.  I do not need to buy a $1000 machine to play classics.  Classics is what MAME is about.

However what is a 'classic' changes as time goes on.  I'm only 28 and I don't reguard Pac-Man as a nostalgic classic game from my past.  Know what I think of as classics?  Early 90's arcade games.  I still grin when I hear 'Let's Go Away' from Daytona USA by Sega.  As the years go on, the era of games desired by the typical person looking for their nostalgia fix will shift to what they remember when THEY were younger.

Classic rock is from the 60s. Classic games are from the early 80s. What you feel nostalgic about is....what you feel nostalgic about.
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Re: the state of mame
« Reply #61 on: December 27, 2010, 11:26:40 am »
Hey, what happened to my comments that I put on here? :dizzy:
Pictures are overrated anyway.

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Re: the state of mame
« Reply #62 on: December 27, 2010, 11:55:47 am »
Hey, what happened to my comments that I put on here? :dizzy:

Nuked before it went to P&R.
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Re: the state of mame
« Reply #63 on: December 27, 2010, 12:23:11 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.

A member here, wpcmame, submitted a so-called 'cleanstretch' patch to D3D which does exactly as you describe.  You can even have artwork on the sides in place of the large black borders for vertical games.  Unfortunately, it was rejected by mamedev for some reason.  Search for cleanstretch and wpcmame here.  I agree that this is a really huge flaw in the current rendering system, regardless of whether microsoft wants to 'get rid of the concept of resolution'.  It's sad to think people will need to run an obsolete operating system to run MAME at native resolutions.

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Re: the state of mame
« Reply #64 on: December 27, 2010, 12:29:25 pm »
Hey, what happened to my comments that I put on here? :dizzy:

Nuked before it went to P&R.

My post got nuked too.  :-\

Well, you're the boss, Saint. Do what you got to do, I respect your call. IMHO, it wasn't any more P&R than the Merry Christmas thread, and it wasn't mean spirited (like this thread has been earlier). But I'm sure P&R flame wars have started from much less.

I'll try to keep my posts "nuke-free" in the future.  :angel: Call it my BYOAC Forum New Year Resolution.

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Re: the state of mame
« Reply #65 on: December 27, 2010, 01:19:35 pm »
Hey, what happened to my comments that I put on here? :dizzy:

Nuked before it went to P&R.

My post got nuked too.  :-\

Well, you're the boss, Saint. Do what you got to do, I respect your call. IMHO, it wasn't any more P&R than the Merry Christmas thread, and it wasn't mean spirited (like this thread has been earlier). But I'm sure P&R flame wars have started from much less.

I'll try to keep my posts "nuke-free" in the future.  :angel: Call it my BYOAC Forum New Year Resolution.

Promoting one's holidays and traditions is/was fine :) Insulting another's holiday/traditions made it P&R material. You were fine Vigo, it just didn't make sense to pull one post and not the following replies.
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Re: the state of mame
« Reply #66 on: December 27, 2010, 02:09:34 pm »
Hey, what happened to my comments that I put on here? :dizzy:

Nuked before it went to P&R.

My post got nuked too.  :-\

Well, you're the boss, Saint. Do what you got to do, I respect your call. IMHO, it wasn't any more P&R than the Merry Christmas thread, and it wasn't mean spirited (like this thread has been earlier). But I'm sure P&R flame wars have started from much less.

I'll try to keep my posts "nuke-free" in the future.  :angel: Call it my BYOAC Forum New Year Resolution.

Promoting one's holidays and traditions is/was fine :) Insulting another's holiday/traditions made it P&R material. You were fine Vigo, it just didn't make sense to pull one post and not the following replies.

I forgot what I wrote, I didnt insult anyone did I? :'(
Pictures are overrated anyway.

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Re: the state of mame
« Reply #67 on: December 27, 2010, 02:12:19 pm »
Hey, what happened to my comments that I put on here? :dizzy:

Nuked before it went to P&R.

My post got nuked too.  :-\

Well, you're the boss, Saint. Do what you got to do, I respect your call. IMHO, it wasn't any more P&R than the Merry Christmas thread, and it wasn't mean spirited (like this thread has been earlier). But I'm sure P&R flame wars have started from much less.

I'll try to keep my posts "nuke-free" in the future.  :angel: Call it my BYOAC Forum New Year Resolution.

Promoting one's holidays and traditions is/was fine :) Insulting another's holiday/traditions made it P&R material. You were fine Vigo, it just didn't make sense to pull one post and not the following replies.

I forgot what I wrote, I didnt insult anyone did I? :'(

Taking this to PM....
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Re: the state of mame
« Reply #68 on: December 27, 2010, 02:23:57 pm »
Hey, what happened to my comments that I put on here? :dizzy:

Nuked before it went to P&R.

My post got nuked too.  :-\

Well, you're the boss, Saint. Do what you got to do, I respect your call. IMHO, it wasn't any more P&R than the Merry Christmas thread, and it wasn't mean spirited (like this thread has been earlier). But I'm sure P&R flame wars have started from much less.

I'll try to keep my posts "nuke-free" in the future.  :angel: Call it my BYOAC Forum New Year Resolution.

Promoting one's holidays and traditions is/was fine :) Insulting another's holiday/traditions made it P&R material. You were fine Vigo, it just didn't make sense to pull one post and not the following replies.

OK, Understood! I don't like stepping on toes, so I'm glad I wasn't guilty of that.  :)

Well, back on topic. I think MAME may be hitting a wall right now, and should refocus away from preservation to rom playability, simply to refuel general interest. MAME has preserved thousands and thousands of games, and everyone here is thankful. As with more modern games, which don't have the same degree of preservation issues, I would be fine with any hacks fixes or modifications to just get them working for the average user on your average computer, even if that means that it could be more work fixing them up correctly in the future. It think there is at least a general impression that MAME has not done much, because no headway has happened on a number of popular titles. From a purist standpoint, I am not saying that obscure games don't deserve to be worked on, but if your focus is geared on giving the users what they want right now (to be able to play these games), I think you will have more general interest from the users in improving MAME.

When the chips are down, this is about MAME's survival. I think it should compromise it's focus for the time being to keep itself alive as a whole. It would be a shame for the project to die out when it has so much value.

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Re: the state of mame
« Reply #69 on: December 27, 2010, 02:29:25 pm »
Quote
IMHO, it wasn't any more P&R than the Merry Christmas thread, and it wasn't mean spirited (like this thread has been earlier)

I am just now getting around to reading this thread, and so I missed out on the part that got nuked.
Since I started a "Merry Christmas" thread, and I take it that is the one you are talking about, id just like to say that I didnt mean to step on anybody's toes or hurt anyone's feelings by starting that thread, and if I did, I sincerely apologize.
And to quote Forrest Gump, "Thats all I got to say about that."
 :)

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Re: the state of mame
« Reply #70 on: December 27, 2010, 02:39:25 pm »
Quote
IMHO, it wasn't any more P&R than the Merry Christmas thread, and it wasn't mean spirited (like this thread has been earlier)

I am just now getting around to reading this thread, and so I missed out on the part that got nuked.
Since I started a "Merry Christmas" thread, and I take it that is the one you are talking about, id just like to say that I didnt mean to step on anybody's toes or hurt anyone's feelings by starting that thread, and if I did, I sincerely apologize.
And to quote Forrest Gump, "Thats all I got to say about that."
 :)

Nothing wrong with Merry Christmas, no toes stepped on :)
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Re: the state of mame
« Reply #71 on: December 27, 2010, 02:54:45 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.

A member here, wpcmame, submitted a so-called 'cleanstretch' patch to D3D which does exactly as you describe.  You can even have artwork on the sides in place of the large black borders for vertical games.  Unfortunately, it was rejected by mamedev for some reason.  Search for cleanstretch and wpcmame here.  I agree that this is a really huge flaw in the current rendering system, regardless of whether microsoft wants to 'get rid of the concept of resolution'.  It's sad to think people will need to run an obsolete operating system to run MAME at native resolutions.

Was it outright rejected, or just overlooked?

As I said, that's entirely Aaron's part of MAME, no other dev can really touch it, or accept it, or reject it.  Any decisions about that code are his, and his alone.  Usually he would at least suggest room for improvement if something is rejected.

« Last Edit: December 27, 2010, 02:57:13 pm by Haze »

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Re: the state of mame
« Reply #72 on: December 27, 2010, 03:00:01 pm »
Quote
IMHO, it wasn't any more P&R than the Merry Christmas thread, and it wasn't mean spirited (like this thread has been earlier)

I am just now getting around to reading this thread, and so I missed out on the part that got nuked.
Since I started a "Merry Christmas" thread, and I take it that is the one you are talking about, id just like to say that I didnt mean to step on anybody's toes or hurt anyone's feelings by starting that thread, and if I did, I sincerely apologize.
And to quote Forrest Gump, "Thats all I got to say about that."
 :)

Nothing wrong with Merry Christmas, no toes stepped on :)

Merry Christmas!  :cheers:


I understand why Saint snipped now. It wasn't anything wrong with the topic, nothing malicious, just bad choice in words used at one point. The point of topic was don't be afraid to wish others a Merry Christmas, because they won't be offended.  ;)

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Re: the state of mame
« Reply #73 on: December 27, 2010, 03:01:01 pm »
Was it outright rejected, or just overlooked?

As I said, that's entirely Aaron's part of MAME, no other dev can really touch it, or accept it, or reject it.  Any decisions about that code are his, and his alone.  Usually he would at least suggest room for improvement if something is rejected.

I'll have to dig up the original post.  It was around the early 0.100 releases if I recall, so a few years back.  But I'm pretty sure I remember wpcmame posting here that it was rejected, so he just kept the diff file and manually applied it.

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Re: the state of mame
« Reply #74 on: December 27, 2010, 03:06:34 pm »
Was it outright rejected, or just overlooked?

As I said, that's entirely Aaron's part of MAME, no other dev can really touch it, or accept it, or reject it.  Any decisions about that code are his, and his alone.  Usually he would at least suggest room for improvement if something is rejected.

I'll have to dig up the original post.  It was around the early 0.100 releases if I recall, so a few years back.  But I'm pretty sure I remember wpcmame posting here that it was rejected, so he just kept the diff file and manually applied it.

It might have been because the rendering code was already going / planning on going through a mass overhaul at around that time then?  External changes during periods of mass transition often can't be accepted for practical reasons.  Either that, or the way in which it was coded was deemded to be too gross / redundant by whoever was in charge of that part of the code at the time.

I do driver work, and as long as the framework of MAME works for me then I'm happy enough with it.  Really, if you want to see changes to that side of things there is no point at all in asking me about it, you'll need to bounce a few emails off Aaron and find out what would be required to have it accepted.

Not trying to be difficult with you here, but your problem is similar to that of X2, you want interface / core changes and there is only really one person who can make / judge them.  I do the emulation programming, which is a completely different part of the project to the UI.

« Last Edit: December 27, 2010, 03:08:31 pm by Haze »

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Re: the state of mame
« Reply #75 on: December 27, 2010, 03:08:14 pm »
Found it....according to wpcmame, Aaron says it "wasn't necessary".
http://forum.arcadecontrols.com/index.php?topic=67622.msg690001#msg690001

Here are some more posts on this topic:

http://forum.arcadecontrols.com/index.php?topic=56050.0
http://forum.arcadecontrols.com/index.php?topic=70539.0
http://forum.arcadecontrols.com/index.php?topic=67622.0

It's really too bad that this problem has already been solved several years ago but hasn't been integrated into MAME.

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Re: the state of mame
« Reply #76 on: December 27, 2010, 03:10:15 pm »
Found it....according to wpcmame, Aaron says it "wasn't necessary".
http://forum.arcadecontrols.com/index.php?topic=67622.msg690001#msg690001

Here are some more posts on this topic:

http://forum.arcadecontrols.com/index.php?topic=56050.0
http://forum.arcadecontrols.com/index.php?topic=70539.0
http://forum.arcadecontrols.com/index.php?topic=67622.0

It's really too bad that this problem has already been solved several years ago but hasn't been integrated into MAME.

Maybe he just needs to put forward a reasoned argument as to why he DOES think it's necessary then, or get Aaron to explain exactly why it isn't?

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Re: the state of mame
« Reply #77 on: December 27, 2010, 04:46:07 pm »
Does it really have to be necessary?  There are plenty of unnecessary features in MAME such as CRT-like overlays and filters.  While unnecessary, they definitely make MAME much better.
At any rate, this is a good example of a developer willing to make submissions and then being told to justify why it should be accepted, thus driving them away.  It's no surprise to me that he would not be motivated to contribute to the project any more.  To me, this sort of thing contradicts your call to arms for fresh developers.

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Re: the state of mame
« Reply #78 on: December 27, 2010, 10:37:28 pm »
Does it really have to be necessary?  There are plenty of unnecessary features in MAME such as CRT-like overlays and filters.  While unnecessary, they definitely make MAME much better.
At any rate, this is a good example of a developer willing to make submissions and then being told to justify why it should be accepted, thus driving them away.  It's no surprise to me that he would not be motivated to contribute to the project any more.  To me, this sort of thing contradicts your call to arms for fresh developers.

Well this area of MAME has nothing to do with me.. there are literally hundreds of programmers who could improve this area, but none have, or their contributions haven't been accepted.  Take it up with Aaron.  The actual reverse engineering and emulation of hardware is a different area, and the one I'm concerned is stalling.

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Re: the state of mame
« Reply #79 on: December 28, 2010, 01:36:44 am »
One of the reasons for CabMAME is the cleanstretch feature.

It's sad to think people will need to run an obsolete operating system to run MAME at native resolutions.

Requiring obsolete hardware is already a reality. The software side was obviously next.
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