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/  Forum Index
   /  MorphOS Software
      /  MAME 0.148 for MorphOS released
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Fab 
MAME 0.148 for MorphOS released
Posted on 2-Mar-2013 3:32:09
#1 ]
Super Member
Joined: 17-Mar-2004
Posts: 1178
From: Unknown

On request, i decided to release a recent version of MAME. It's based on 0.148.
Amongst its features:

- Builtin MUI GUI with screenshots and history.dat/mameinfo.dat support and per-game configurations.
- Optimized triple-buffered display routines.
- Overlay support, offering free scaling and filtering. To avoid struggling with exotic screenmodes, MAME clones the Ambient desktop resolution when switching to fullscreen/overlay mode (unless specified otherwise).
- Blanker control
- AHI output
- Joypad / Mouse support
- ...

It can be downloaded at:
http://fabportnawak.free.fr/mame/mame-0.148.lha (46MB)

screenshot

Last edited by Fab on 02-Mar-2013 at 04:53 AM.
Last edited by Fab on 02-Mar-2013 at 03:34 AM.

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Morphix 
Re: MAME 0.148 for MorphOS released
Posted on 2-Mar-2013 11:47:14
#2 ]
Regular Member
Joined: 10-Aug-2009
Posts: 449
From: Greece

Great news! Thanks Fab!

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cheesegrate 
Re: MAME 0.148 for MorphOS released
Posted on 2-Mar-2013 12:53:47
#3 ]
Regular Member
Joined: 30-Apr-2007
Posts: 259
From: Australia

perfect for tv macmini arcade box !

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Spirantho 
Re: MAME 0.148 for MorphOS released
Posted on 2-Mar-2013 14:10:18
#4 ]
Super Member
Joined: 4-Jun-2004
Posts: 1044
From: Aberystwyth, Wales

Looks really nice - well done!

Wish I had the time to put the same amount of work into the OS4 version....

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samo79 
Re: MAME 0.148 for MorphOS released
Posted on 2-Mar-2013 14:24:06
#5 ]
Elite Member
Joined: 13-Feb-2003
Posts: 3505
From: Italy, Perugia

@Spirantho

Why not porting the Fab version instead ?
kas1e and others might help you adapting the MUI part and other specific minor difference between the OS, then it could become only a compile job

Aniway i'm playing with your current 0.148 and seems ok for a new release

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Jupp3 
Re: MAME 0.148 for MorphOS released
Posted on 2-Mar-2013 14:29:23
#6 ]
Super Member
Joined: 22-Feb-2007
Posts: 1225
From: Unknown

@samo79

Quote:
kas1e and others might help you adapting the MUI part

afaik, it's still perfectly usable without GUI (mame ), so initially, it should probably be possible / easy to just disable the gui completely.

Of course, each release MAME is becoming slower and slower, so probably better not upgrade, unless you have clear issues with some game you want to play (or it isn't supported at all), especially if you would need to re-download roms for this new version

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Toaks 
Re: MAME 0.148 for MorphOS released
Posted on 2-Mar-2013 18:47:59
#7 ]
Elite Member
Joined: 10-Mar-2003
Posts: 8042
From: amigaguru.com

@Fab

is there any machine (x86,ppc,arm or whatever)out there than can actually play all M.A.M.E games at the correct speed?

other than that, good to hear about your update, did you notice any major speed drops compared to the earlier ones you ported?

ps: i am using M.A.M.E quite a bit on OS4 but its mostly for a few games like Wanderer and Flying Shark, oh and the occational Double Dragon session

Last edited by Toaks on 02-Mar-2013 at 06:49 PM.

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Spirantho 
Re: MAME 0.148 for MorphOS released
Posted on 2-Mar-2013 20:21:07
#8 ]
Super Member
Joined: 4-Jun-2004
Posts: 1044
From: Aberystwyth, Wales

@Toaks

Not last I checked - no machine can run everything out there, because they emulate just so many machines now.

Incidentally, I managed to compile MAME 0.148 with OpenGL support today - which is great as long as you don't mind the fact that for some reason every texture comes out white (i.e. all text is white and the game screen is white). What it does tell me, though, is that the speed of MAME is pretty much doubled or more when using OpenGL.

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Fab 
Re: MAME 0.148 for MorphOS released
Posted on 2-Mar-2013 22:05:52
#9 ]
Super Member
Joined: 17-Mar-2004
Posts: 1178
From: Unknown

@Toaks

MAME emulates "recent" 3D games, that are uberslow even on high end PCs. So no. ;)

As for the difference compared to the latest released version (0.120), it's about 10-15% slower, except for a couple exceptions where it's MUCH slower (all SH2/SH4 based systems, and also some midtunit games like Mortal kombat 2/3, though Mortal kombat 1 is still ok, weird stuff).

Anyway, on a Pegasos 2, CPS2 still plays at full speed without frameskip, for instance.

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Tuxedo 
Re: MAME 0.148 for MorphOS released
Posted on 3-Mar-2013 11:21:58
#10 ]
Elite Member
Joined: 28-Nov-2003
Posts: 2348
From: Perugia, ITALY

@ALL

but why not:

http://amigaworld.net/modules/newbb/viewtopic.php?topic_id=37364&start=0&post_id=699814&order=0&viewmode=thread&pid=0&forum=32#699814


?????

Why we need recent versions of MAEalso if we cant use them????????

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thellier 
Re: MAME 0.148 for MorphOS released
Posted on 3-Mar-2013 13:03:03
#11 ]
Regular Member
Joined: 2-Nov-2009
Posts: 263
From: Paris

@Spirantho

>for some reason every texture comes out white...when using OpenGL
It happen when GL try to use a non-existent texture
For some reason glTexImage2D() (or W3D_alloctexure in minigl) has failed
May happen if
1 tex is in an unknown format
2 no more video memory
3 Tex is too big (like a 3000X3000 tex)
Certainly the 3th for a big fonts map

If Mame use GL only for 2D (blitting) then test your program with aminet/Wazp3D.library
save orginal LIBS: Warp3D.library
Copy Wazp3D.library-ppc to LIBS: Warp3D.library
Copy Wazp3D.cfg-giddy to MAME: Wazp3D.cfg

then it should works .... or at least the Wazp3D bultin debugger may help you

Alain Thellier - Wazp3D

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Spirantho 
Re: MAME 0.148 for MorphOS released
Posted on 3-Mar-2013 14:49:00
#12 ]
Super Member
Joined: 4-Jun-2004
Posts: 1044
From: Aberystwyth, Wales

@thellier

I tried with Wazp3D, and interestingly it's the same - white squares instead of textures.

Very odd. I didn't see anything particularly in the debugger output... one thing that MAME says though is "PBO not supported", "VBO not supported" and "FBO not supported"... but I believe it should still work without those extensions.

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thellier 
Re: MAME 0.148 for MorphOS released
Posted on 3-Mar-2013 15:11:40
#13 ]
Regular Member
Joined: 2-Nov-2009
Posts: 263
From: Paris

@Spirantho

Wazp3D also have texture size limit
defined in Wazp3D.h as
#define MAXTEXTURE 2048

Perhaps font-texture is bigger ?

Delete MAME:Wazp3D.cfg

start Wazp3D-Prefs

set
Hacks Texs: No safe
Renderer:Compositing2D
Enable debugger
Debug Function
Debug error

close Wazp3D-prefs

start Mame

If a Warp3D function fail (due to a tex problem) then an error will shop up

Alain Thellier




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