Build Your Own Arcade Controls Forum
Main => Software Forum => Topic started by: equlizer on December 08, 2012, 04:48:16 am
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Weeeeeeel, i managed to compile mame but none of the extras were added. I applied the patches but they didnt seem to hold :( It says all hunks ignored, skip patch (y). Here is what i am trying to add. first file: Its supposed to make it when you save/load, you just press 1 button and not have to press "1" after for a save slot.
diff -c -r ..\/src/usrintrf.c ./src/usrintrf.c
*** ..\/src/usrintrf.c Tue Nov 23 18:05:00 2004
--- ./src/usrintrf.c Thu Dec 16 22:33:16 2004
***************
*** 3940,3946 ****
if (input_ui_pressed(IPT_UI_CANCEL))
break;
! code = code_read_async();
if (code != CODE_NONE)
{
if (code >= KEYCODE_A && code <= KEYCODE_Z)
--- 3940,3947 ----
if (input_ui_pressed(IPT_UI_CANCEL))
break;
! //JOEY
! code = KEYCODE_A; //code_read_async();
if (code != CODE_NONE)
{
if (code >= KEYCODE_A && code <= KEYCODE_Z)
***************
*** 4153,4166 ****
--- 4154,4173 ----
if (single_step == 0)
mame_pause(1);
+ // JOEY ADD PAUSE text
+ ui_text(bitmap, "GAME PAUSED", 100, 100);
+
while (!input_ui_pressed(IPT_UI_PAUSE))
{
+
profiler_mark(PROFILER_VIDEO);
if (osd_skip_this_frame() == 0)
{
/* keep calling vh_screenrefresh() while paused so we can stuff */
/* debug code in there */
draw_screen();
+ // JOEY ADD PAUSE text
+ ui_text(bitmap, "GAME PAUSED", 100, 100);
}
profiler_mark(PROFILER_END);
***************
*** 4206,4211 ****
--- 4213,4221 ----
}
if (osd_selected != 0) osd_selected = on_screen_display(bitmap, osd_selected);
+ // JOEY ADD PAUSE text
+ // ui_text(bitmap, "GAME PAUSED", 100, 100);
+
if (options.cheat) DisplayWatches(bitmap);
/* show popup message if any */
***************
*** 4220,4225 ****
--- 4230,4238 ----
update_video_and_audio();
reset_partial_updates();
+ // JOEY ADD PAUSE text
+ // ui_text(bitmap, "GAME PAUSED", 100, 100);
+
#ifdef MESS
if (!setup_selected && mess_pause_for_ui)
{
***************
*** 4238,4243 ****
--- 4251,4258 ----
}
schedule_full_refresh();
+ // JOEY ADD PAUSE text
+ ui_text(bitmap, "GAME PAUSED", 100, 100);
}
#if defined(__sgi) && !defined(MESS)
The 2nd one is to support "Z" axis for my spinner since trackball is using X and Y:
diff -Nru o3/src/osd/windows/input.c 3/src/osd/windows/input.c
--- o3/src/osd/windows/input.c 2010-02-13 09:30:18.000000000 -0800
+++ 3/src/osd/windows/input.c 2010-02-13 10:33:25.000000000 -0800
@@ -2098,7 +2098,7 @@
// update zaxis
if (data->usButtonFlags & RI_MOUSE_WHEEL)
- devinfo->mouse.raw_z += (INT16)data->usButtonData * INPUT_RELATIVE_PER_PIXEL;
+ devinfo->mouse.raw_z += (INT)((INT16)data->usButtonData * 4.267);
}
// otherwise, update it as a lightgun
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Not sure what you think my relationship to this patch is but I've never seen it before your post. BadMouth already explained what the issue is in this thread (http://forum.arcadecontrols.com/index.php/topic,129052.0.html). The patch is dated 2004 so it's for an old version of MAME. The only way to implement it is to get the version of MAME the patch was designed for or apply it manually.
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how would i go about applying it manually? :cheers:
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Don't mean to be rude or anything and if I am I am sorry. To anyone who does this....... I know its been done here before and I believe I'm asking a fairly simple question that no one can answer? I'm even willing to pay them $20 to do it or at least show me how. :dunno
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Try the following article. How to read a patch or diff and understand its structure to apply it manually (http://www.markusbe.com/2009/12/how-to-read-a-patch-or-diff-and-understand-its-structure-to-apply-it-manually/)
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I will give that a go. Thank you :afro: