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headkaze

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Everything posted by headkaze

  1. I like this idea too, but there are some technical considerations: - You can overlay text or graphics over pictures easily - You can overlay text or graphics over video but it will effect frame rate. Every frame has to be grabbed then text drawn onto it. - You can overlay text or graphics over Mame (or any game) but it's not very reliable. You have to use DirectDraw overlays. Problems with using DirectDraw overlays: - Only ATI cards allow colour keying, NVidia cards don't allow it. So only if you have an ATI card can you have a picture over Mame with the background "see through" to the game. - You have to create the overlay before Mame runs otherwise Mame will lock the Primary surface needed for the overlay. The problem with this is if you use different resolutions in Mame the overlay will need to be re-created to the same resolution. You would have to know the resolution before running the game. - They are unreliable and have unpredictable results depending on the PC config and video card. - That being said it would probably be okay to have an overlay as a small rectangle at the bottom of the screen (instead of the overlay being the full size of the screen) displaying the text or marquee. That way changing resolution won't require recreating the overlay, and using an NVidia card means you can still see the game above the overlay rectangle. Now onto my idea... Before you run the game you show a screen of the bezel and screenshot with the name of the game. But also use MAWS hall of fame to do count downs of the top 10 2d fighter games, or the top 100 Mame games, most played games, favourites etc. I've already made this feature request though. P.S You can see how Direct Draw overlays work (or not work depending on your video card) using CPWizard Only bother if you have an ATI video card and you may need to enable the "force color keying" option. If it does crazy things don't blame me though
  2. Your probably right. Although I also tried doing this.. 1. Downloaded http://mamedev.org/tools/mingw32-make-3.81-src-2.tar.gz 2. Downloaded MSYS 3. Put make-3.81 folder into C:\msys\1.0\home\HeadKaze 4. Run msys.bat $ cd make-3.81 $ configure $ make 5. Copy make.exe to C:\MinGW\bin\mingw32-make.exe 6. Compile Mame 0120 Result: mingw32-make.exe: *** No rule to make target `obj/windows/mamep4/emu/machine/rp5h01.o', needed by `obj/windows/mamep4/libemu.a'. Stop. Same result as using Visual Studio 98 and 2003
  3. No worries, done.
  4. I get the same error. Here is what I found... - My compiled version of mingw32-make.exe is causing the problem - If I download the official source for MinGW make and compile it even with _no_ changes it wont work either - My compiled version of make is 204 KB, the official make binary is 162 KB (both are version 3.81). Only the official make binary seems to compile Mame 0120 successfully. So in conclusion it seems, the problem is my custom make file, but it's not the changes I've made but the _way_ I've compiled it. I've tried both Visual C 98 and Visual C 2003 and they both compile a make that won't work. Remember this is with or without the necessary changes to make output work in Mame Compiler. Very strange. So to fix this we really need to find out how the official MinGW make file is compiled so we can compile it in the same way. Unfortunately I have no idea how to find this out. I'm really busy trying to get LCD Plugin v2 out the door so I can't waste any more time on this, but maybe you or MKChamp can figure this one out. PM me if you need the source code changes necessary to get make output in Mame Compiler. Here is the source for MinGW make: http://mamedev.org/tools/mingw32-make-3.81-src-2.tar.gz And here is the official MinGW make binary: http://mamedev.org/tools/mingw32-make-3.81-2.tar.gz
  5. I'm trying it now...
  6. headkaze

    Beta DB's

    Should I be scraping Moby now?
  7. Default is C:\Emulators and no it doesn't set the paths for you. It shouldn't have G: drive if your using the included configs (under Emulator Selection/Emulator Setup in the Setup Wizard)
  8. It would be nice if you posted your new logo's. I ended up using one Amos posted once, but the font didn't match all the previous ones you posted, so I would like to update the logo's I use. Cheers.
  9. Shouldn't that be: project64.exe [rompath]\[romfile] Windows has always used the backslash as the file separator, Unix uses the forward slash
  10. Oops I missed your post about checking Mame for me. Okay so Mame recognises the input as JOYCODE_x_BUTTON1 to JOYCODE_x_BUTTON32 so I will definately add those extra codes in.
  11. The next version of CPWizard has joystick input support but I have not released yet. Currently I'm working on LCDPlugin to add support for PacDrive. When that is done I will continue on CPWizard and release the new version
  12. It shouldn't be too hard to add recursive file listings. But then again simple things like this can require hours of re-writing code. I guess Tom could weigh up the amount of work involved and see if it's worth supporting. I wouldn't mind seeing zipped ROMs support added too, and that would just mean adding *.zip filter to the existing GoodMerge code. http://www.java2s.com/Code/VB/File-Directo...rectoryInfo.htm
  13. headkaze

    GameEx Bug

    You know GameEx may cache the list of ROMs and maybe has a checksum or something to detect when the list needs to be updated. Because you only renamed the extension maybe it was using the older cached list. I'm just guessing here though.
  14. There is actually 16,245 games in the PC database. The way I had to scrape the PC games was to go through the entire Allgame database of ~60,000 records and filtering out everything except the PC games.
  15. headkaze

    GameEx Bug

    I don't suppose you have the ROM filter set to *.vec instead of *.bin? I doubt you would make a mistake like that though. Other than that, I wouldn't have a clue *shrugs*
  16. headkaze

    GameEx Bug

    Did you have the 7-Zip/GoodMerge option enabled for the Emulator?
  17. Yeah I use these logo's too, and I have a few that are missing these days, it would be nice to have the psd so we can continue making them
  18. It's just use in "C" type programming languages to diffentiate between hex and decimal. Eg. You can have 123 and 0x123. Without the 0x at the beginning they would look the same, but 123 in hex is actually 291 in decimal. I'm not sure why they use "0x" as the prefix though.
  19. Okay finally here it is IBM PC Compatible I'm not really sure if I scraped them all, but it went up to 68229 and there seemed to be no more records.
  20. 65535 == 1111111111111111 == 0xffff
  21. There are heaps of videos on youtube.. here is one on how to create your own character..
  22. If you havn't checked out Mugen, now is the time If you don't know what Mugen is, it's a homebrew 2d fighter engine that many people have made characters for. You can do a search on youtube to find many videos of the game in action. If your a Street Fighter fan, you will love this! This is nice pack with the following characters http://www.youtube.com/watch?v=oBESebgL2fQ I have no idea if this is the best Mugen pack, but it's fairly recent and I enjoyed what I played. You can download the torrent from here (1.7 Gig)
  23. Start->Programs->GameEx->Run Last Game
  24. Yep, so far 466, 483 and 491 are all PC games so yeah it was worth starting at zero
  25. Thanks for that; looks like I'm going to have to scrape 0 to 10000 just incase. Well at least you figured out a way to get the PC stuff
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