Main Restorations Software Audio/Jukebox/MP3 Everything Else Buy/Sell/Trade
Project Announcements Monitor/Video GroovyMAME Merit/JVL Touchscreen Meet Up Retail Vendors
Driving & Racing Woodworking Software Support Forums Consoles Project Arcade Reviews
Automated Projects Artwork Frontend Support Forums Pinball Forum Discussion Old Boards
Raspberry Pi & Dev Board controls.dat Linux Miscellaneous Arcade Wiki Discussion Old Archives
Lightguns Arcade1Up Try the site in https mode Site News

Unread posts | New Replies | Recent posts | Rules | Chatroom | Wiki | File Repository | RSS | Submit news

  

Author Topic: Special thread for Headkaze :)  (Read 1491 times)

0 Members and 1 Guest are viewing this topic.

equlizer

  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 363
  • Last login:November 17, 2019, 02:56:48 am
  • All your base are belong to us
Special thread for Headkaze :)
« on: December 08, 2012, 04:48:16 am »
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

headkaze

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 2943
  • Last login:August 14, 2023, 02:00:48 am
  • 0x2b|~0x2b?
Re: Special thread for Headkaze :)
« Reply #1 on: December 08, 2012, 05:04:17 am »
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. 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.

equlizer

  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 363
  • Last login:November 17, 2019, 02:56:48 am
  • All your base are belong to us
Re: Special thread for Headkaze :)
« Reply #2 on: December 08, 2012, 05:34:44 am »
how would i go about applying it manually?  :cheers:

equlizer

  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 363
  • Last login:November 17, 2019, 02:56:48 am
  • All your base are belong to us
Re: Special thread for Headkaze :)
« Reply #3 on: December 08, 2012, 04:49:50 pm »
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

headkaze

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 2943
  • Last login:August 14, 2023, 02:00:48 am
  • 0x2b|~0x2b?
Re: Special thread for Headkaze :)
« Reply #4 on: December 08, 2012, 05:27:29 pm »

equlizer

  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 363
  • Last login:November 17, 2019, 02:56:48 am
  • All your base are belong to us
Re: Special thread for Headkaze :)
« Reply #5 on: December 09, 2012, 05:22:49 pm »
I will give that a go.  Thank you  :afro: