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Author Topic: No Name MAME  (Read 67319 times)

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Tiger-Heli

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Re:No Name MAME
« Reply #160 on: October 08, 2003, 07:27:02 am »
many thanks to MAME dropping the TESTDRIVER system.
 - Made changes from MAMEinfo (including MAME32 changes)
 - Made QMAME changes (except for the knocker stuff, which needs VC++)
Thanks for adding the QMAME stuff.  Regarding MAMEinfo - Did the Cinematronics sound fixes get added?

Now the big question - This may not be the right place to post this, but I'll start here anyway.

I used to use TESTDRIVER as a crude filter system, as follows:

I have a text file: Removedgames.txt (updated each revision to only include games still in MAME).  It contains the ROM names of 1257 (mostly Mahjong, etc.) games that I didn't want to see/didn't want my kids to know about.

I would run a WordPerfect Macro (only way I could find to make it work), which read the rom name, searched in driver.c, found the same name, verified it found the correct name (i.e. if searching for spool3, that it found spool3, not spool3a (which contains spool3), and then searched backward to find DRIVER and changed it to TESTDRIVER.  I would then compile MAME with the revised Driver.c file and end up with a version that looked like these 1257 games didn't even exist.  Useful for running ClrMAME pro for rom searches, etc., since I didn't have these roms.

I assume this method will no longer work.  And I suppose what I need is a program that will read my list, search driver.c and remove the DRIVER line containing the ROM.

Anyone want to write something like this?  Or are there better options that I'm not seeing???  Or have I got the whole idea wrong?

Would there be a way to write no-name MAME with an option to treat TESTDRIVERS the way previous MAME versions did; or do ClrMAMEpro and frontends build -listinfo before checking this?

Thanks in advance!!!

UPDATE:  The removedgames.txt format is one game per line, alphabetical, so I can add new unwanted games to the bottom of the list, and then use the sort function in Word to realphabetize.
« Last Edit: October 08, 2003, 07:31:41 am by Tiger-Heli »
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creatine28

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Re:No Name MAME
« Reply #161 on: October 08, 2003, 01:24:42 pm »
Emulator No Name MAME 0.74u2.09

System PC - Windows

The next version of No Name MAME. Now includes support for a whopping 4764 games, many thanks to MAME dropping the TESTDRIVER system. Not too many important changes, but I'll get to that later. I felt there were enough changes to warrant a release.

Changes in this version:
0.74u2.09:
 - Updated to MAME 0.74u2 source code
 - Fixed a few CRC errors in the MiSFiTMAME drivers (thanks Vladimir Rajovic)
 - Made changes from MAMEinfo (including MAME32 changes)
 - Made QMAME changes (except for the knocker stuff, which needs VC++)
 - Added Sauro (Bootleg) driver (from PatchMAME)

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Quick question, in the source are the drivers with \\ in front of the name commented out?  

Thanks!

Tiger-Heli

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Re:No Name MAME
« Reply #162 on: October 08, 2003, 01:35:30 pm »
Quick question, in the source are the drivers with \\ in front of the name commented out?  

Thanks!
Don't know, but if so, that simplifies my problem.  (I can change the macro to add "\\ DRIVER" instead of "TESTDRIVER", but getting it to delete the entire line might be tough.
It's not what you take when you leave this world behind you, it's what you leave behind you when you go. - R. Travis.
When all is said and done, generally much more is SAID than DONE.

TheGatesofBill

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Re:No Name MAME
« Reply #163 on: October 08, 2003, 03:51:45 pm »
Tiger, commenting out the drivers will have the same effect.

creatine, that is because they are duplicates. I've left them in to help me keep my sanity.

creatine28

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Re:No Name MAME
« Reply #164 on: October 08, 2003, 07:21:46 pm »
creatine, that is because they are duplicates. I've left them in to help me keep my sanity.


Hmm,  I just noticed  that the driver knightb is marked with // in front of it, but i dont see a duplicate of it anywhere?  

TheGatesofBill

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Re:No Name MAME
« Reply #165 on: October 08, 2003, 09:00:37 pm »
I'll take a look at it, but chances are that either:
A) I haven't gotten to adding it in yet; or
B) It won't compile for some reason
Of course, there is also always the possibility that its accidentally commented out.

Oh, and I'd like to say, I'm currently looking into making a bootable CD using No Name MAME and either Linux (pending me finishing the Linux port) or FreeDOS. I think that it is too cool to pass up. ;D

SirPoonga

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Re:No Name MAME
« Reply #166 on: October 10, 2003, 02:04:23 am »
freedos would probably be pretty easy to do.  Person make a folder with freedos setup in it.  Modify and bat file to setup files.  then burn to cd.

Spaced Invader

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Re:No Name MAME
« Reply #167 on: October 10, 2003, 10:30:27 am »
---snip--

Oh, and I'd like to say, I'm currently looking into making a bootable CD using No Name MAME and either Linux (pending me finishing the Linux port) or FreeDOS. I think that it is too cool to pass up. ;D

That is too cool. So, I could build a small dedicated vertical machine with no hard drive....correct?  ;D
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SirPoonga

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Re:No Name MAME
« Reply #168 on: October 10, 2003, 11:34:30 am »
Correct, however you will have to do all your settings before you burn to cd and you won't be able to save high scores without somethign writable.

TheGatesofBill

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Re:No Name MAME
« Reply #169 on: October 13, 2003, 10:47:29 pm »
Correct, however you will have to do all your settings before you burn to cd and you won't be able to save high scores without somethign writable.
Thats easy enough, just have it save to a floppy by default.

SirPoonga

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Re:No Name MAME
« Reply #170 on: October 14, 2003, 12:13:42 am »
Does linux support those usb thumb drives?  128megs for $40 now.

TheGatesofBill

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Re:No Name MAME
« Reply #171 on: October 14, 2003, 04:11:32 pm »
Does linux support those usb thumb drives?  128megs for $40 now.
I'm pretty sure it does. However, I have never tried it since I don't own one. But using Linux instead of FreeDOS will require considerably more work as I don't have a Linux port yet.

TheGatesofBill

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Re:No Name MAME
« Reply #172 on: October 16, 2003, 04:34:59 am »
Mostly just updating to the new MAME source and some house cleaning things. Lots more to do still though.

Changes in this version:
0.75u1.10:
 - Updated to MAME 0.75u1 source code
 - Fixed more CRC errors (thanks again to Vladimir Rajovic)
 - Added several ATHLON optimizations in the makefile (from SmoothMame)
 - More sloppy unprofessional Analog+ code comment outs

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creatine28

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Re:No Name MAME
« Reply #173 on: October 16, 2003, 07:25:18 pm »
ThegateofBill,   just wanted to say thanks again for the work on Nonamemame!   Keep up the great work!

Syntax

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Re:No Name MAME
« Reply #174 on: October 17, 2003, 01:27:46 am »
Does this have full support for more then one mouse in xp now?

SirPoonga

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Re:No Name MAME
« Reply #175 on: October 17, 2003, 01:42:31 am »
This thread is getting long, does no name support fruit machines?  I;ve wanted to try those out.

TheGatesofBill

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Re:No Name MAME
« Reply #176 on: October 17, 2003, 06:13:01 am »
Does this have full support for more then one mouse in xp now?
Not yet. Even regular Analog+ things are pretty messy. I'll fix it when I get a chance. Hopefully by the next version.
This thread is getting long, does no name support fruit machines?  I;ve wanted to try those out.
Hmm... I don't know. I think Lucky Today might be one,  and it does support that, but I can't remember. If you have any drivers for fruit machines, feel free to send them my way.

Bill_S

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Re:No Name MAME
« Reply #177 on: October 17, 2003, 06:43:40 am »
How about this code change:
u-rebel thinks it may allow me to use 2 TV-Out lightguns.

Quote from u_rebelscum:
Mame is not set up to use the new actlab 2 player method.  Actually, the code looks like it will work in win98 & winME as a side effect, but not win2k/XP.
// if out of range, skip it
if (!use_lightgun || !win_physical_width || !win_physical_height || player >= lightgun_count)

Win2k/XP can only count one lightgun, while winME/98 do count the number of lightguns.  Sounds like you'll need to either edit above line or use MameAnalog+.

Hmm, I think changing the line to Code:
if (!use_lightgun || !win_physical_width || !win_physical_height || (player >= lightgun_count && player > 2))
 
will do it.

TheGatesofBill

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Re:No Name MAME
« Reply #178 on: October 17, 2003, 03:51:52 pm »
Bill, I don't quite understand what you want. Do you want me to make that change, or just update the Analog+ code (or both)?

SirPoonga

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Re:No Name MAME
« Reply #179 on: October 17, 2003, 04:42:50 pm »
Quote from: TheGatesofBill
Hmm... I don't know. I think Lucky Today might be one,  and it does support that, but I can't remember. If you have any drivers for fruit machines, feel free to send them my way.
Quote
More of the fact that I found some fruit machine roms that I wanted to try out.

Bill_S

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Re:No Name MAME
« Reply #180 on: October 17, 2003, 06:35:41 pm »
Bill, I don't quite understand what you want. Do you want me to make that change, or just update the Analog+ code (or both)?

I think my answer is make that change.  That's what u_rebel thought I should try to get 2 TV guns working in MAME (not analog+Mame), but I'm no programmer.  If you put that change in your version I'd be happy to test it.

Here's the thread I copied it from in case putting it in context helps:
http://www.arcadecontrols.org/yabbse/index.php?board=1;action=display;threadid=12408

TheGatesofBill

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Re:No Name MAME
« Reply #181 on: October 17, 2003, 10:24:46 pm »
SirPoonga, if you could give me a list of the roms you have, I'll try to see what I can do. Contact me via PM if you don't wanna post them here.

Bill, I'll make the change ASAP.

Tiger-Heli

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Re:No Name MAME
« Reply #182 on: October 18, 2003, 08:32:37 am »
Hi, The Gates of Bill,

I think I may have messed you up - See this thread - http://www.mameworld.info/ubbthreads/showthreaded.php?Cat=&Number=10418&page=1&view=expanded&sb=5&o=&fpart=1 , especially at the end on the cinematronics sound.  It looks like I added a routine to use other samples for armora and the official mame had sample support and the samples are available in that thread.  Other cinematronics stuff might be affected also.

Also, I didn't talk to Tim about it, and haven't tested his EMU, but if it's as good as he says, it would be cool to put it in NoNameMAME also, maybe???

Sorry for the confusion and thanks again for all the hard work.
It's not what you take when you leave this world behind you, it's what you leave behind you when you go. - R. Travis.
When all is said and done, generally much more is SAID than DONE.

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Re:No Name MAME
« Reply #183 on: October 18, 2003, 01:48:53 pm »
Tiger, I'm sorry, but I really didn't understand that post. Perhaps you could try rephrasing it? I will take a look at Tim's code now, and probably add it into No Name MAME later.

SirPoonga, I can't find any MAME varient that includes drivers for those games. If anyone sees one, let me know,

Tiger-Heli

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Re:No Name MAME
« Reply #184 on: October 18, 2003, 02:16:17 pm »
Tiger, I'm sorry, but I really didn't understand that post. Perhaps you could try rephrasing it? I will take a look at Tim's code now, and probably add it into No Name MAME later.
Ok, the old M.A.S.H fixes for FMAME32 that I had you add (Page 4 of this thread) added sound in Armor Attack by using the Starcastle and SolarQ samples.  But official MAME now has support for Armor Attack Samples and they're available from the mameworld.net thread I linked above.

So armora needs to change back to just using it's own samples (unless you didn't change it), and the other Cinematronics games might be affected as well.
It's not what you take when you leave this world behind you, it's what you leave behind you when you go. - R. Travis.
When all is said and done, generally much more is SAID than DONE.

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Re:No Name MAME
« Reply #185 on: October 18, 2003, 02:52:23 pm »
I'm not sure if I added those, but I'll take a look through the code.

EDIT: I just took a peek, I never got around to any of the FMAME changes.
« Last Edit: October 18, 2003, 03:41:31 pm by TheGatesofBill »

TheGatesofBill

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Re:No Name MAME
« Reply #186 on: October 26, 2003, 04:16:54 pm »
Not a large update, but an update nonetheless. Mainly just updating the MAME source. I've been way too busy to do any real work on it.

Changes in this version:
0.76u1.10:
 - Updated to MAME 0.76u1 source code
 - Changed vliner from TESTDRIVER to DRIVER to correspond with the removal of the TESTDRIVER system
 - Now using folders from MAME32 0.76

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TheGatesofBill

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Re:No Name MAME
« Reply #187 on: November 05, 2003, 10:31:44 pm »
Emulator No Name MAME 0.76u2.11

System PC - Windows

Updated to the new source

Changes in this version:
0.76u2.11:
 - Updated to MAME 0.76u2 source code
 - Added sound to Armor Attack (from Tim's Cinematronics project)
 - Fixed sound in Donkey Kong (thanks Steve J)
 - Fixed a few typos in the makefile (only affects ATHLON versions)
 - Added R. Belmont's Grand Cross Pinball driver sound fix
 - Added turbo loading to Deco Cassette System games

SourceForge Listing

JoeB

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Re:No Name MAME
« Reply #188 on: November 12, 2003, 11:11:21 am »
WOW!

Thanks for all the great work!  

I also appreciate the addition of Athlon optimization.  I have a small request of you.  Can you add SmoothMAME additions as a command prompt or mame.ini addition? I use smoothMAME on a real arcade monitor, and rely on it to fix problems with games like all the Midways that don't run @ 60hz and mess up on a real arcade monitor.

Thanks!

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Re:No Name MAME
« Reply #189 on: November 12, 2003, 12:30:42 pm »
I just created a Diff file between Mame 77 and noname 76 and updated Noname to 77 and it seemed to work, I would imagine it should work to also add the Smooth mame features?  

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Re:No Name MAME
« Reply #190 on: November 12, 2003, 01:02:38 pm »
So which  version of noname mame should I be using?
There are so many and they all have "beta" sounding names.

All I really want out of it is the fact that it can get rid of messages like "emulation no 100% OK", and I heard that it will use optimizations for whatever platform you run it on (Atlhon XP2400+ in my case).
I'm currently running mame 0.74 (mamepp.exe) and happy with it, so should I be looking for NoNameMame 0.74? I keep hearing that every release of mame is a little slower than the previous one so I don't want to get speed penalty for "adavantages" that I don't know about or will never use.
Thanks

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Re:No Name MAME
« Reply #191 on: November 12, 2003, 02:55:39 pm »
papaschtroumpf:

You're running mamepp.exe on an Athlon CPU!?  shouldn't you be running mameat.exe instead for much better performance???

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Re:No Name MAME
« Reply #192 on: November 12, 2003, 04:09:26 pm »
papaschtroumpf:

You're running mamepp.exe on an Athlon CPU!?  shouldn't you be running mameat.exe instead for much better performance???
Thats what I was thinking (although I'm pretty sure it will compile to mamea.exe).

Anyways, like I said in the other thread, e-mail me a request, and I'll make an ATHLON build of No Name MAME for you.

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Re:No Name MAME
« Reply #193 on: November 12, 2003, 04:37:41 pm »
papaschtroumpf:

You're running mamepp.exe on an Athlon CPU!?  shouldn't you be running mameat.exe instead for much better performance???

My understanding was that the "pentium pro optimized" version was what you should use if you have a pentium pro or better (MMX support?), whereas mame.exe is a "generic" version that would run on anything, sort of like "i586" vs "i386" on linux.
Is this not true? I just did a quick search but could not find any explanation of what the differences are. Doe anyone know?

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Re:No Name MAME
« Reply #194 on: November 13, 2003, 12:42:20 am »
My understanding was that the "pentium pro optimized" version was what you should use if you have a pentium pro or better (MMX support?), whereas mame.exe is a "generic" version that would run on anything, sort of like "i586" vs "i386" on linux.
Is this not true? I just did a quick search but could not find any explanation of what the differences are. Doe anyone know?

Exactly true.  Normal mame = i386, "PPro optimized" =  i585.

Depending on the compiler, compiler flags, the game, and the which athlon you have, ppro optimized may actually be faster than the athlon optimized mame.  However, both ops are about the same for most athlons for most games: a little faster than the normal mame.

After mame officially ups the gcc version to one of the later ones, I bet the athlon optimizations will get better for athlons, but with the current official compiler, don't sweat it.
Robin
Knowledge is Power

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Re:No Name MAME
« Reply #195 on: November 13, 2003, 02:24:58 pm »
Thanks for the official confirmation.
I had trouble benchmarking mame (because it requires player input and most games run fine at 60fps on my hardware) but my results indicated that mamepp.exe was (slightly) faster than mame.exe. Because of my linux background I had made the assumption that mamepp was for the i586 and above processor class. \, and you just confirmed it.

TheGatesofBill

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Re:No Name MAME
« Reply #196 on: November 26, 2003, 11:17:09 am »
*walks in and stretches*

OK, that was a fun break. Now back to work. I'm putting Kaliera on hold for a while, and I'm just gonna start by updating MAME.

night

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Re:No Name MAME
« Reply #197 on: November 26, 2003, 01:54:40 pm »
hey now that ur back :D, what was that Bill_S was talking about up there with the lightguns.
i have 98SE, and my guns would be different everytime i boot the comp. sometimes both on the same mouse using buttons 1/2 and 3/4, sometimes on a diff mouse both using buttons 1/2. it was never the same. that along with having to calibrate everytime, i havent used them in a while.

i think the prob is cuz i have 5 mice on there right now....
regular mouse (til i add buttons for the trackball)
trackball (which is 2, cuz the optical encoder)
2 lightguns

is what he is talking about related to that? and if not, do you or rebel know how i can keep them seperate and non-changing?

TheGatesofBill

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Re:No Name MAME
« Reply #198 on: November 26, 2003, 03:50:31 pm »
I don't think so. I really don't have any idea about how light guns work though. I'll tell you what, mail me a gun and I'll figure it out for ya. ;)

Bill_S

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Re:No Name MAME
« Reply #199 on: November 28, 2003, 09:24:57 pm »
hey now that ur back :D, what was that Bill_S was talking about up there with the lightguns.
i have 98SE, and my guns would be different everytime i boot the comp. sometimes both on the same mouse using buttons 1/2 and 3/4, sometimes on a diff mouse both using buttons 1/2. it was never the same. that along with having to calibrate everytime, i havent used them in a while.

i think the prob is cuz i have 5 mice on there right now....
regular mouse (til i add buttons for the trackball)
trackball (which is 2, cuz the optical encoder)
2 lightguns

is what he is talking about related to that? and if not, do you or rebel know how i can keep them seperate and non-changing?

I don't think that's related to the issues I'm having in XP.  It doesn't sound the same to me anyway.