Software Support > PowerMAME
PowerMAME - New Derivative Build
MikeQ:
--- Quote from: Silver on February 15, 2006, 01:53:20 pm ---This may have been covered before, but I can I just repeat/suggest that:
1) Each change is available as a seperate source edit, available in seperate diffs (or controllable with 1 switch in the compile settings)
2) I think *every* change made should be controlled by an option in the ini. I'm thinking about the input changes here mainly - but if we are changing what inputs a game uses to better suit authentic hardware, then I think it would be a good idea to keep changes optional for those with different hardware. eg "dial" input for rotary games - not authentic or right for real mechanical rotaries, but great if you have a spinner....
--- End quote ---
1) Too much work for me to test all the permutations
2) No functionality is being lost only new features added and each feature is can be turned off or overridden. Some don't even show up if hardware isn't available.
For instance, If a GPWiz49 or LEDwiz isn't found, those options are turned off. With the GPWiz49, the menu options don't even appear.
Tiger-Heli:
--- Quote from: Silver on February 15, 2006, 01:53:20 pm ---2) I think *every* change made should be controlled by an option in the ini. I'm thinking about the input changes here mainly - but if we are changing what inputs a game uses to better suit authentic hardware, then I think it would be a good idea to keep changes optional for those with different hardware. eg "dial" input for rotary games - not authentic or right for real mechanical rotaries, but great if you have a spinner....
--- End quote ---
Agreed, that is how rotary games worked in MAME Analog Plus (you could use DIAL, keyboard, keyboard with one click per press, or sixteen inputs). Of course that was before MAME reworked all the input handling.
Buddabing:
--- Quote from: Silver on February 15, 2006, 01:53:20 pm ---This may have been covered before, but I can I just repeat/suggest that:
1) Each change is available as a seperate source edit, available in seperate diffs (or controllable with 1 switch in the compile settings)
2) I think *every* change made should be controlled by an option in the ini. I'm thinking about the input changes here mainly - but if we are changing what inputs a game uses to better suit authentic hardware, then I think it would be a good idea to keep changes optional for those with different hardware. eg "dial" input for rotary games - not authentic or right for real mechanical rotaries, but great if you have a spinner....
--- End quote ---
I totally agree. The lack of this change control is what killed NoNameMAME.
MikeQ:
--- Quote from: Buddabing on February 15, 2006, 04:25:21 pm ---
--- Quote from: Silver on February 15, 2006, 01:53:20 pm ---This may have been covered before, but I can I just repeat/suggest that:
1) Each change is available as a seperate source edit, available in seperate diffs (or controllable with 1 switch in the compile settings)
2) I think *every* change made should be controlled by an option in the ini. I'm thinking about the input changes here mainly - but if we are changing what inputs a game uses to better suit authentic hardware, then I think it would be a good idea to keep changes optional for those with different hardware. eg "dial" input for rotary games - not authentic or right for real mechanical rotaries, but great if you have a spinner....
--- End quote ---
I totally agree. The lack of this change control is what killed NoNameMAME.
--- End quote ---
Which lack of change control? Not being able to compile each option or not being able to turn on/off each option via .ini?
Buddabing:
--- Quote from: MikeQ on February 15, 2006, 05:15:57 pm ---
--- Quote from: Buddabing on February 15, 2006, 04:25:21 pm ---
--- Quote from: Silver on February 15, 2006, 01:53:20 pm ---This may have been covered before, but I can I just repeat/suggest that:
1) Each change is available as a seperate source edit, available in seperate diffs (or controllable with 1 switch in the compile settings)
2) I think *every* change made should be controlled by an option in the ini. I'm thinking about the input changes here mainly - but if we are changing what inputs a game uses to better suit authentic hardware, then I think it would be a good idea to keep changes optional for those with different hardware. eg "dial" input for rotary games - not authentic or right for real mechanical rotaries, but great if you have a spinner....
--- End quote ---
I totally agree. The lack of this change control is what killed NoNameMAME.
--- End quote ---
Which lack of change control? Not being able to compile each option or not being able to turn on/off each option via .ini?
--- End quote ---
Both. Ideally, there should be a process, similar to Linux configure, where the user checks off what options he wants, then the configure script builds the source changes and compiles it.
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