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Author Topic: What source to change for compiling SDLMame without warning screens?  (Read 1430 times)

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Blanka

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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?

Blanka

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Re: What source to change for compiling SDLMame without warning screens?
« Reply #1 on: January 20, 2010, 07:59:02 am »
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
Compiling results in an error. Guess I need a dif file for SDL mame. Anyone know where to get the SDLMame versions?

Blanka

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Re: What source to change for compiling SDLMame without warning screens?
« Reply #2 on: January 20, 2010, 11:33:15 am »
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)
Code: [Select]
ui_set_startup_text(romdata->machine, buffer, FALSE);must be
Code: [Select]
/*ui_set_startup_text(romdata->machine, buffer, FALSE);*/
Changes in ui.c

1)
Code: [Select]
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
Code: [Select]
int show_gameinfo = FALSE;
int show_warnings = FALSE;

2)
Code: [Select]
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
Code: [Select]
show_gameinfo = show_warnings = show_disclaimer = FALSE;
3)
Code: [Select]
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
Code: [Select]
/*while (ui_handler_callback != handler_ingame && !mame_is_scheduled_event_pending(machine) && !ui_menu_is_force_game_select())
video_frame_update(machine, FALSE);*/

4)
Code: [Select]
/* clear the handler and force an update */
ui_set_handler(handler_ingame, 0);
video_frame_update(machine, FALSE);
must be
Code: [Select]
/* clear the handler and force an update */
ui_set_handler(handler_ingame, 0);
/*video_frame_update(machine, FALSE);*/
   
5)
Code: [Select]
/* copy in the new text */
astring_cpyc(messagebox_text, text);
messagebox_backcolor = UI_BACKGROUND_COLOR;
must be
Code: [Select]
/* astring_cpyc(messagebox_text, text); */
/* messagebox_backcolor = UI_BACKGROUND_COLOR; */

6)

Code: [Select]
/* 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
Code: [Select]
/* 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)
Code: [Select]
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
Code: [Select]
/*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
« Last Edit: January 20, 2010, 11:34:58 am by Blanka »