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MAME .107 released!
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MaximRecoil:
I don't get the whole "ROMs changing" thing. Certainly the real ROMs never change, the ones that are stored in chips on original boards, why would a dump of that ROM ever change? If you were using MAME ROMs to repair a real board, i.e. burn a new ROM to replace a faulty one, what version of MAME ROMs would you use?

So-called "bad dumps" notwithstanding, I always assumed MAME ROMs were 1:1 dumps of the actual ROMs from real boards. Can anyone explain what changes in a MAME ROM, and why?
lokki:

--- Quote from: Fozzy The Bear on July 24, 2006, 06:34:02 am ---
--- Quote from: NightGod on July 24, 2006, 04:09:33 am ---The biggest news is obviously the fact that MAME now actually uses video card acceleration

--- End quote ---

About time too!! 

We've had stable Direct3D acceleration available for years. It's well overdue for inclusion as the primary MAME video driver. Lets just hope it's not too bug infested. 

At last we'll be offloading a large chunk of the graphics work to the video card and freeing up the main processor, instead of wasting all the processing power that we have built into our video cards.

Best Regards,
Julian (Fozzy The Bear)

--- End quote ---


Hi,
Just wanted to point out that this update does not do what you expect.  The only thing that has changed was the OSD (Operating System Dependent) layer no the drivers themselvces. It now can take advantage of the video card capabilities and it uses them for things like artwork.

You will likely see no performance improvements. Infact Aaron mentioned some performance degradation . The only games whose performance has improved is the games that use artwork extensively.  (invaders now runs at a decent speed).







ahofle:

--- Quote from: lokki on July 24, 2006, 10:54:11 am ---Hi,
Just wanted to point out that this update does not do what you expect.  The only thing that has changed was the OSD (Operating System Dependent) layer no the drivers themselvces. It now can take advantage of the video card capabilities and it uses them for things like artwork.

You will likely see no performance improvements. Infact Aaron mentioned some performance degradation . The only games whose performance has improved is the games that use artwork extensively.  (invaders now runs at a decent speed).

--- End quote ---

Well that sucks.  At least the "category 3" has been preserved.  I still don't understand why we can't use the D3D stuff and have the actual resolution preserved without the blurry hardware stretching.  Has anyone seen if there is any performance difference in graphics intensive games like Hard Drivin' with the new D3D stuff?
wpcmame:

--- Quote from: Fozzy The Bear on July 24, 2006, 06:34:02 am ---About time too!! 

We've had stable Direct3D acceleration available for years. It's well overdue for inclusion as the primary MAME video driver. Lets just hope it's not too bug infested. 

At last we'll be offloading a large chunk of the graphics work to the video card and freeing up the main processor, instead of wasting all the processing power that we have built into our video cards.

--- End quote ---
The new system doesn't use any 3d on the graphics card. The only thing it does is to let directx handle the blending of artwork and ui and full screen intensity etc. Games without artwork aren't affected or are slower.

For cabinet use I got mixed feelings on this release. ddraw mode can now handle uneven strething eg. 3x horizontally and 2x vertically (at least it looks that way in the source, havent tested it yet) which is good for powerstrip use. On the other hand is cleanstretch gone so you must always use integer strething in both directions (which makes e.g. tapper  look strange if you have an AVGA).

The new video menu is a bit messed up for cabinet use. By default the games got two views "Standard" and "Native". On a PC monitor "Standard" means: "same aspect ratio as in the arcades" and "Native" means "same aspect ratio as in earlier mame version" (i.e. wrong for most games).
In a cabinet where you got correct screen resolutions "Standard" and "Native" is the same.

Changes in the video menu are saved in the cfg file. I'm unsure how the cfg file is prioritized over command line/ini file. (e.g. what happens if I rotate the game in the video menu and then specifies another rotation on the command line)
(wasn't the reason to remove highscore support that it leads to false bug reports. I can see the same thing coming here. "Why is only this game rotated?")

The artwork seem to still be the wrong size when the game is displayed correctly. So the options for invaders are still to either have an egg-shaped backdrop planet or a wider-than-normal game display.

An inconvenience is that with this release a lot of PALs are added to the roms. With few exceptions they are not used in the emulation but are still considered required to play the game.


--- Quote ---I still don't understand why we can't use the D3D stuff and have the actual resolution preserved without the blurry hardware stretching.
--- End quote ---
I have added back cleanstretch to d3d (and the video menu) in my own u13 build which works fine. I might post a diff file here as soon as I have updated to the 107 source.
ahofle:

--- Quote from: wpcmame on July 24, 2006, 12:15:59 pm ---
--- Quote ---I still don't understand why we can't use the D3D stuff and have the actual resolution preserved without the blurry hardware stretching.
--- End quote ---
I have added back cleanstretch to d3d (and the video menu) in my own u13 build which works fine. I might post a diff file here as soon as I have updated to the 107 source.

--- End quote ---

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