Build Your Own Arcade Controls Forum
Main => Software Forum => Topic started by: Blanka on January 20, 2010, 07:30:27 am
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I've been searching the internet a couple of hours to find out how to compile SDLMame without warning screens.
I read things like "everyone with only half a brain can do this", or "It only needs removal of 1 line of source code", but nowhere I see what to change.
So which line of code needs to be removed, and from which file?
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I'm successful with the basic compiling now.
I saw this topic. If I use the hi136.diff from this page:
http://forum.arcadecontrols.com/index.php?topic=64298.0 (http://forum.arcadecontrols.com/index.php?topic=64298.0)
Compiling results in an error. Guess I need a dif file for SDL mame. Anyone know where to get the SDLMame versions?
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After some puzzling I found this works:
Open Terminal
Type "cd "
Drag the folder the SDL source is in on the Terminal window
Type "Make TARGETOS=macosx"
Wait....
Copy mame to your MAME folder.
Changes in romload.c
1)
ui_set_startup_text(romdata->machine, buffer, FALSE);
must be
/*ui_set_startup_text(romdata->machine, buffer, FALSE);*/
Changes in ui.c
1)
int str = options_get_int(mame_options(), OPTION_SECONDS_TO_RUN);
int show_gameinfo = !options_get_bool(mame_options(), OPTION_SKIP_GAMEINFO);
int show_warnings = TRUE;
must be
int show_gameinfo = FALSE;
int show_warnings = FALSE;
2) if (!first_time || (str > 0 && str < 60*5) || machine->gamedrv == &GAME_NAME(empty) || (machine->debug_flags & DEBUG_FLAG_ENABLED) != 0)
show_gameinfo = show_warnings = show_disclaimer = FALSE;
must be
show_gameinfo = show_warnings = show_disclaimer = FALSE;
3)
while (ui_handler_callback != handler_ingame && !mame_is_scheduled_event_pending(machine) && !ui_menu_is_force_game_select())
video_frame_update(machine, FALSE);
must be
/*while (ui_handler_callback != handler_ingame && !mame_is_scheduled_event_pending(machine) && !ui_menu_is_force_game_select())
video_frame_update(machine, FALSE);*/
4)
/* clear the handler and force an update */
ui_set_handler(handler_ingame, 0);
video_frame_update(machine, FALSE);
must be
/* clear the handler and force an update */
ui_set_handler(handler_ingame, 0);
/*video_frame_update(machine, FALSE);*/
5)
/* copy in the new text */
astring_cpyc(messagebox_text, text);
messagebox_backcolor = UI_BACKGROUND_COLOR;
must be
/* astring_cpyc(messagebox_text, text); */
/* messagebox_backcolor = UI_BACKGROUND_COLOR; */
6)
/* don't update more than 4 times/second */
if (force || (curtime - lastupdatetime) > osd_ticks_per_second() / 4)
{
lastupdatetime = curtime;
video_frame_update(machine, FALSE);
}
must be
/* don't update more than 4 times/second */
if (force || (curtime - lastupdatetime) > osd_ticks_per_second() / 4)
{
lastupdatetime = curtime;
/*video_frame_update(machine, FALSE);*/
}
7)
ui_draw_outlined_box(target_x - UI_BOX_LR_BORDER,
target_y - UI_BOX_TB_BORDER,
target_x + target_width + UI_BOX_LR_BORDER,
target_y + target_height + UI_BOX_TB_BORDER, backcolor);
must be
/*ui_draw_outlined_box(target_x - UI_BOX_LR_BORDER,
target_y - UI_BOX_TB_BORDER,
target_x + target_width + UI_BOX_LR_BORDER,
target_y + target_height + UI_BOX_TB_BORDER, backcolor);*/
If you have a shorter or smarter way to tackle the warning screens, please let me know.
1 problem remaining: how to compile in 64-bit on OSX. 32-bit kills Virtua Racing