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mame 0.143 patched?

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FREDS:


--- Quote from: Malenko on August 04, 2011, 03:04:57 pm ---
--- Quote from: EnC on August 03, 2011, 08:01:01 pm ---Those are not rules. It's not even part of MAME licence. Those are some "policies", someone's opinions, desires, whining and self-imposed importance.

--- End quote ---

Its a rule of this site. How is that not a rule?

--- End quote ---

The rule of this site is to be "MAME friendly", the actual rules and meaning of that are given by supposed MAME team through their website, which is nothing else but poor act to help them pretend they condemn piracy so to avoid or lessen potential legal troubles.

Still, how is that not a rule? Because official MAME build already has "skip_gameinfo" option built in, it's been there for the last ten years and it's also in the latest official .143 build. There is no any mention or complaint about hi-scores, that patch is perfectly fine even according to those crazy policies, it's just that it is being replaced with "save state" feature.

So, if you want to adhere to that "rule" you would need to forbid downloading and linking to official MAME, plus remove hundreds of links on this site to various GroovyMAME, CabMAME, and such, since no one seem to have cared, complained or tried to enforce that rule ever before. In the light of that you sure still may call it a "rule", and you might even want to put some energy into enforcing it, for some strange reason, however in reality it's nothing else but self-contradicting nonsense.

lastrega:

Wow, really, I do not have groovy mame patches inplace, I just have the 142 patched with mkchamp's save patch for ver.142......... it did the same screen restting onver 141u1......... perhapes it is mysetup..... I would love 143 with groovy mame pathces, maybe that is where my problem lies......... thanks for letting me know that it does work with the right configuration.......... my 2 cents for the other is.............. mame did away with the save feature long ago, why is beyond me......... they replaced it with a save state feature......... I even put two buttons on my 3rd cp, for the save state feature... however , it blows ........ it has to have a number attached to it.... so once you hit save state, it ask for a slot number so I hit player 1 start, or number 1........ works fine , til you need to overwirght it..... won't do it.....it gives an error..... so with out a key board it blows.......... and who wants to to do the extra work for each game , mkchamps patch is automatic:)   he included his source...........I feel he violated NO rules:)  but opinions are like bungholes , and that is mine:)................ML

syph007:


--- Quote from: lastrega on August 05, 2011, 10:57:56 am ---I even put two buttons on my 3rd cp, for the save state feature... however , it blows ........ it has to have a number attached to it.... so once you hit save state, it ask for a slot number so I hit player 1 start, or number 1........ works fine , til you need to overwirght it..... won't do it.....it gives an error..... so with out a key board it blows.......... and who wants to to do the extra work for each game , mkchamps patch is automatic:)   he included his source...........I feel he violated NO rules:)  but opinions are like bungholes , and that is mine:)................ML

--- End quote ---

Yup it bugged me to have to hit a key after save or load as well.  I edited the source to make it default to only use a single slot and not ask for a slot.

When you build, find the file src\emu\ui.c

Just delete the crossed out lines from this method  handler_load_save.  Probably don't need the /* check for cancel key */  part either, but it does no harm.

This is what my ui.c file has for 0.143

   /*-------------------------------------------------
       handler_load_save - leads the user through
       specifying a game to save or load
   -------------------------------------------------*/
  
   static UINT32 handler_load_save(running_machine &machine, render_container *container, UINT32 state)
   {
      char filename[20];
     input_code code;
      char file = 0;
  
      /* if we're not in the middle of anything, skip */
      if (state == LOADSAVE_NONE)
         return 0;
  
    /* okay, we're waiting for a key to select a slot; display a message */
     if (state == LOADSAVE_SAVE)
        ui_draw_message_window(container, "Select position to save to");
     else
        ui_draw_message_window(container, "Select position to load from");
  
      /* check for cancel key */
      if (ui_input_pressed(machine, IPT_UI_CANCEL))
      {
         /* display a popup indicating things were cancelled */
         if (state == LOADSAVE_SAVE)
            popmessage("Save cancelled");
         else
            popmessage("Load cancelled");
  
         /* reset the state */
         machine.resume();
         return UI_HANDLER_CANCEL;
      }
 
     /* check for A-Z or 0-9 */
     for (input_item_id id = ITEM_ID_A; id <= ITEM_ID_Z; id++)
        if (machine.input().code_pressed_once(input_code(DEVICE_CLASS_KEYBOARD, 0, ITEM_CLASS_SWITCH, ITEM_MODIFIER_NONE, id)))
           file = id - ITEM_ID_A + 'a';
     if (file == 0)
        for (input_item_id id = ITEM_ID_0; id <= ITEM_ID_9; id++)
          if (machine.input().code_pressed_once(input_code(DEVICE_CLASS_KEYBOARD, 0, ITEM_CLASS_SWITCH, ITEM_MODIFIER_NONE, id)))
              file = id - ITEM_ID_0 + '0';
     if (file == 0)
       for (input_item_id id = ITEM_ID_0_PAD; id <= ITEM_ID_9_PAD; id++)
           if (machine.input().code_pressed_once(input_code(DEVICE_CLASS_KEYBOARD, 0, ITEM_CLASS_SWITCH, ITEM_MODIFIER_NONE, id)))
              file = id - ITEM_ID_0_PAD + '0';
     if (file == 0)
       return state;
  
      /* display a popup indicating that the save will proceed */
      sprintf(filename, "%c", file);
      if (state == LOADSAVE_SAVE)
      {
         popmessage("Save to position %c", file);
         machine.schedule_save(filename);
      }
      else
      {
         popmessage("Load from position %c", file);
         machine.schedule_load(filename);
      }
  
      /* remove the pause and reset the state */
      machine.resume();
      return UI_HANDLER_CANCEL;
   }




lastrega:

Nice fix thanks, I will try this out thanks again:)......................ML

Malenko:


--- Quote from: FREDS on August 04, 2011, 09:42:37 pm ---  :blah:  :blah:  :blah:  :blah:  :blah:

--- End quote ---

glad your first post was to be a dick bag to me.  :cheers:

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