u-man Posted August 25, 2012 Share Posted August 25, 2012 dont know what went wrong in the first run, but it compiled succesfully the second time.... yippiieit was an interesting progress, as i saw many other emus in the compiling. seems that the dream of the MAME and MESS fusion come true. Quote Link to comment Share on other sites More sharing options...
u-man Posted August 28, 2012 Share Posted August 28, 2012 sorry for going on nerves guys, BUTi can not compile MAME UI successfully, it always abort after 40minutes compiling here is errorlog:Compiling src/osd/winui/mui_main.c...Compiling src/osd/windows/d3d9intf.c...Compiling src/osd/windows/drawd3d.c...Compiling src/osd/windows/d3dhlsl.c...Compiling src/osd/windows/drawdd.c...Compiling src/osd/windows/drawgdi.c...Compiling src/osd/windows/drawnone.c...Compiling src/osd/windows/input.c...Compiling src/osd/windows/output.c...Compiling src/osd/windows/sound.c...Compiling src/osd/windows/video.c...Compiling src/osd/windows/window.c...Compiling src/osd/windows/winmenu.c...Compiling src/osd/windows/d3d8intf.c...Compiling src/osd/windows/winmain.c...Compiling src/osd/winui/win_options.c...Compiling src/osd/winui/mui_util.c...Compiling src/osd/winui/directinput.c...Compiling src/osd/winui/dijoystick.c...Compiling src/osd/winui/directdraw.c...Compiling src/osd/winui/directories.c...Compiling src/osd/winui/mui_audit.c...Compiling src/osd/winui/columnedit.c...Compiling src/osd/winui/screenshot.c...Compiling src/osd/winui/treeview.c...Compiling src/osd/winui/splitters.c...Compiling src/osd/winui/bitmask.c...Compiling src/osd/winui/datamap.c...Compiling src/osd/winui/dxdecode.c...Compiling src/osd/winui/picker.c...Compiling src/osd/winui/properties.c...Compiling src/osd/winui/tabview.c...Compiling src/osd/winui/help.c...Compiling src/osd/winui/history.c...Compiling src/osd/winui/dialogs.c...Compiling src/osd/winui/mui_opts.c...Compiling src/osd/winui/layout.c...Compiling src/osd/winui/datafile.c...Compiling src/osd/winui/dirwatch.c...Compiling src/osd/winui/winui.c...Compiling src/osd/winui/mkhelp.c...In file included from src/osd/winui/mui_opts.c:49:src/osd/winui/game_opts.h: In member function 'void game_options::load_settings(const char*, int)':src/osd/winui/game_opts.h:111: error: 'string_iterator' was not declared in this scopesrc/osd/winui/game_opts.h:111: error: expected ';' before 'value_str'src/osd/winui/game_opts.h:116: error: 'value_str' was not declared in this scopemake: *** [obj/winui64/osd/winui/mui_opts.o] Error 1make: *** Waiting for unfinished jobs....Finished!0 Hours 41 Minutes and 56 Seconds Elapsed.in the read me of MAME-compiler-64 version history it is stated that:15-05-11 - v1.21 - MameUI compile no longer uses MameUI.makbut in the instructions it says:6. Download MameUI source from here extract somewhere then copy the winui folder to C:\MinGW\source\MameUI0143u3\src\osd\winui and copy the winui.mak to C:\MinGW\source\MameUI0143u3so do i need to do this step? or just checkmark "MAME UI" in the compiler?please help me or confirm that you can build a 64bit MAME UI.thanks in advance Quote Link to comment Share on other sites More sharing options...
nullPointer Posted August 28, 2012 Share Posted August 28, 2012 in the read me of MAME-compiler-64 version history it is stated that:15-05-11 - v1.21 - MameUI compile no longer uses MameUI.makbut in the instructions it says:6. Download MameUI source from here extract somewhere then copy the winui folder to C:\MinGW\source\MameUI0143u3\src\osd\winui and copy the winui.mak to C:\MinGW\source\MameUI0143u3so do i need to do this step? or just checkmark "MAME UI" in the compiler?please help me or confirm that you can build a 64bit MAME UI.I’m afraid I can’t help much on the MameUI end of things (I only compile vanilla MAME builds), but at as far as the make file goes, I think this may be the answer you seek.The makefile for MAMEUI has changed to WinUI.mak. I updated the instructions on the website a while back so give those a read.So while it’s true that MameUI.mak is no longer necessary, it has simply been changed to WinUI.mak. Quote Link to comment Share on other sites More sharing options...
Draco1962 Posted August 28, 2012 Share Posted August 28, 2012 If you are running a 64-bit OS, then you might want to take advantage of it by running the 64-bit UI build (and checking the block accordingly). Quote Link to comment Share on other sites More sharing options...
u-man Posted August 28, 2012 Share Posted August 28, 2012 @nullPointer: yeah, the vanilla-stuff goes well and there are no errors. only when i try to compile MAME UI. i like MAME UI for fast checking stuff, creating .ini stuff etc.@Draco1962: yes, i use a 64bit OS and i am using the 64bit MAMEUI version allready, BUT i know at least one game, that does not work in MAME UI.... its Carnevil... thats why i try to build a 64bit MAMEUI, in the hope that this error goes away. in the original MAME, Carnevil is working, but has sound that stutters, very annoying and cant get rid of it. i know it has something to do with soundsync, as i did played Carnevil on a MAME Clone (but cant remember which) without these soundproblems, the sound was pitched instead, far better game experience IMO.can i achieve this, with the original MAME build and how?beside this, there is only one MAME UI source on the website and i dont know if this could be the problem for the 64bit OS and the compile.thanks for your answers. Quote Link to comment Share on other sites More sharing options...
headkaze Posted December 13, 2012 Author Share Posted December 13, 2012 Mame Compiler 64 v1.24 Released - Updated to the new toolchain - Added Force Direct Input option Tested and working with Mame 0147u3 and Mame UI 0147 u3 (if you get an error with the latter just press GO! again). NOTE: MinGW is no longer included in the MC64 install. You have to download it separately from here. Download Mame Compiler 64 v1.24 5 Quote Link to comment Share on other sites More sharing options...
u-man Posted December 13, 2012 Share Posted December 13, 2012 great news, from our great code-hero.... thank you very much, for this . Quote Link to comment Share on other sites More sharing options...
Tempest Posted December 16, 2012 Share Posted December 16, 2012 I just noticed that this topic has had greater than 126,000 views.That is truly INSANE.Congrats HeadKaze on such a popular app! Quote Link to comment Share on other sites More sharing options...
gamepimp Posted December 17, 2012 Share Posted December 17, 2012 MAME Compiler is an awesome program. I use it to patch and compile each new update of UME (combo of MAME and MESS) with the "no nag/hi score" diff. Makes it super easy.Headkaze, right now I have to update the "makefile" with the target=UME to get the correct output when compiling is complete since MAME and MESS are in the same source. Do u think it would be possible to add an option to MAME Compiler that would let the user indicate the desired output (MAME, MESS, or UME) and would update the "makefile" accordingly? It might make things a little bit easier for ppl who aren't sure how to get the appropriate file type thru the compiling process. It would also save the step of having to update the "makefile" manually. Quote Link to comment Share on other sites More sharing options...
headkaze Posted December 26, 2012 Author Share Posted December 26, 2012 Mame Compiler 64 1.3 Released- Many new compiler options addedgamepimp: This includes your request 3 Quote Link to comment Share on other sites More sharing options...
u-man Posted December 29, 2012 Share Posted December 29, 2012 more great news and many thanks for this release.... somehow it is compiling faster, but maybe just imagination. Quote Link to comment Share on other sites More sharing options...
gamepimp Posted December 29, 2012 Share Posted December 29, 2012 Thx a million Headkaze. The changes are greatly appreciated! Quote Link to comment Share on other sites More sharing options...
gamepimp Posted March 18, 2013 Share Posted March 18, 2013 Hi Headkaze. Since the most recent update of MC, I haven't been able to get MC to compile MAME (specifically UME). I've tried w/ the source for 0.147 and 0.148. Here are the errors msgs I got on my last run. Any thoughts?src/osd/windows/drawd3d.c:56:19: error: d3dx9.h: No such file or directoryIn file included from src/osd/windows/drawd3d.c:71:src/osd/windows/d3dintf.h:83: error: 'D3DXVECTOR4' does not name a typesrc/osd/windows/d3d9intf.c:46:19: error: d3dx9.h: No such file or directoryIn file included from src/osd/windows/d3d9intf.c:53:src/osd/windows/d3dintf.h:83: error: 'D3DXVECTOR4' does not name a typesrc/osd/windows/d3d9intf.c:64: error: ISO C++ forbids declaration of 'D3DXMACRO' with no typesrc/osd/windows/d3d9intf.c:64: error: expected ',' or '...' before '*' tokensrc/osd/windows/d3d9intf.c: In function 'HRESULT d3d_device_create_effect(d3d_device*, const WCHAR*, d3d_effect**)':src/osd/windows/d3d9intf.c:340: error: 'LPD3DXBUFFER' was not declared in this scopesrc/osd/windows/d3d9intf.c:340: error: expected ';' before 'buffer_errors'src/osd/windows/d3d9intf.c:341: error: 'ID3DXEffect' was not declared in this scopesrc/osd/windows/d3d9intf.c:341: error: expected primary-expression before ')' tokensrc/osd/windows/d3d9intf.c:341: error: 'buffer_errors' was not declared in this scopesrc/osd/windows/d3d9intf.c:341: error: too many arguments to functionsrc/osd/windows/d3d9intf.c: In function 'void d3d_effect_begin(d3d_effect*, UINT*, DWORD)':src/osd/windows/d3d9intf.c:687: error: 'ID3DXEffect' was not declared in this scopesrc/osd/windows/d3d9intf.c:687: error: 'd3dfx' was not declared in this scopesrc/osd/windows/d3d9intf.c:687: error: expected primary-expression before ')' tokensrc/osd/windows/d3d9intf.c:687: error: expected ';' before 'effect'src/osd/windows/d3d9intf.c: In function 'void d3d_effect_end(d3d_effect*)':src/osd/windows/d3d9intf.c:694: error: 'ID3DXEffect' was not declared in this scopesrc/osd/windows/d3d9intf.c:694: error: 'd3dfx' was not declared in this scopesrc/osd/windows/d3d9intf.c:694: error: expected primary-expression before ')' tokensrc/osd/windows/d3d9intf.c:694: error: expected ';' before 'effect'src/osd/windows/d3d9intf.c: In function 'void d3d_effect_begin_pass(d3d_effect*, UINT)':src/osd/windows/d3d9intf.c:701: error: 'ID3DXEffect' was not declared in this scopesrc/osd/windows/d3d9intf.c:701: error: 'd3dfx' was not declared in this scopesrc/osd/windows/d3d9intf.c:701: error: expected primary-expression before ')' tokensrc/osd/windows/d3d9intf.c:701: error: expected ';' before 'effect'src/osd/windows/d3d9intf.c: In function 'void d3d_effect_end_pass(d3d_effect*)':src/osd/windows/d3d9intf.c:708: error: 'ID3DXEffect' was not declared in this scopesrc/osd/windows/d3d9intf.c:708: error: 'd3dfx' was not declared in this scopesrc/osd/windows/d3d9intf.c:708: error: expected primary-expression before ')' tokensrc/osd/windows/d3d9intf.c:708: error: expected ';' before 'effect'src/osd/windows/d3d9intf.c: In function 'void d3d_effect_set_technique(d3d_effect*, const char*)':src/osd/windows/d3d9intf.c:715: error: 'ID3DXEffect' was not declared in this scopesrc/osd/windows/d3d9intf.c:715: error: 'd3dfx' was not declared in this scopesrc/osd/windows/d3d9intf.c:715: error: expected primary-expression before ')' tokensrc/osd/windows/d3d9intf.c:715: error: expected ';' before 'effect'src/osd/windows/d3d9intf.c: In function 'void d3d_effect_set_vector(d3d_effect*, const char*, int, float*)':src/osd/windows/d3d9intf.c:722: error: 'D3DXVECTOR4' does not name a typesrc/osd/windows/d3d9intf.c:723: error: 'ID3DXEffect' was not declared in this scopesrc/osd/windows/d3d9intf.c:723: error: 'd3dfx' was not declared in this scopesrc/osd/windows/d3d9intf.c:723: error: expected primary-expression before ')' tokensrc/osd/windows/d3d9intf.c:723: error: expected ';' before 'effect'src/osd/windows/d3d9intf.c:725: error: 'out_vector' was not declared in this scopesrc/osd/windows/d3d9intf.c:727: error: 'out_vector' was not declared in this scopesrc/osd/windows/d3d9intf.c:729: error: 'out_vector' was not declared in this scopesrc/osd/windows/d3d9intf.c:731: error: 'out_vector' was not declared in this scopesrc/osd/windows/d3d9intf.c:732: error: 'out_vector' was not declared in this scopesrc/osd/windows/d3d9intf.c: In function 'void d3d_effect_set_float(d3d_effect*, const char*, float)':src/osd/windows/d3d9intf.c:738: error: 'ID3DXEffect' was not declared in this scopesrc/osd/windows/d3d9intf.c:738: error: 'd3dfx' was not declared in this scopesrc/osd/windows/d3d9intf.c:738: error: expected primary-expression before ')' tokensrc/osd/windows/d3d9intf.c:738: error: expected ';' before 'effect'src/osd/windows/d3d9intf.c: In function 'void d3d_effect_set_int(d3d_effect*, const char*, int)':src/osd/windows/d3d9intf.c:745: error: 'ID3DXEffect' was not declared in this scopesrc/osd/windows/d3d9intf.c:745: error: 'd3dfx' was not declared in this scopesrc/osd/windows/d3d9intf.c:745: error: expected primary-expression before ')' tokensrc/osd/windows/d3d9intf.c:745: error: expected ';' before 'effect'src/osd/windows/d3d9intf.c: In function 'void d3d_effect_set_matrix(d3d_effect*, const char*, d3d_matrix*)':src/osd/windows/d3d9intf.c:752: error: 'ID3DXEffect' was not declared in this scopesrc/osd/windows/d3d9intf.c:752: error: 'd3dfx' was not declared in this scopesrc/osd/windows/d3d9intf.c:752: error: expected primary-expression before ')' tokenmake: *** [obj/windows64/osd/windows/drawd3d.o] Error 1src/osd/windows/d3d9intf.c:752: error: expected ';' before 'effect'make: *** Waiting for unfinished jobs....src/osd/windows/d3dhlsl.c:56:19: error: d3dx9.h: No such file or directoryIn file included from src/osd/windows/d3dhlsl.c:72:src/osd/windows/d3dintf.h:83: error: 'D3DXVECTOR4' does not name a typesrc/osd/windows/d3d9intf.c:753: error: 'D3DXMATRIX' was not declared in this scopesrc/osd/windows/d3d9intf.c:753: error: expected primary-expression before ')' tokensrc/osd/windows/d3d9intf.c: In function 'void d3d_effect_set_texture(d3d_effect*, const char*, d3d_texture*)':src/osd/windows/d3d9intf.c:759: error: 'ID3DXEffect' was not declared in this scopesrc/osd/windows/d3d9intf.c:759: error: 'd3dfx' was not declared in this scopesrc/osd/windows/d3d9intf.c:759: error: expected primary-expression before ')' tokensrc/osd/windows/d3d9intf.c:759: error: expected ';' before 'effect'src/osd/windows/d3d9intf.c: In function 'ULONG d3d_effect_release(d3d_effect*)':src/osd/windows/d3d9intf.c:766: error: 'ID3DXEffect' was not declared in this scopemake: *** [obj/windows64/osd/windows/d3dhlsl.o] Error 1src/osd/windows/d3d9intf.c:766: error: 'd3dfx' was not declared in this scopesrc/osd/windows/d3d9intf.c:766: error: expected primary-expression before ')' tokensrc/osd/windows/d3d9intf.c:766: error: expected ';' before 'effect'make: *** [obj/windows64/osd/windows/d3d9intf.o] Error 1Finished!0 Hours 8 Minutes and 21 Seconds Elapsed. 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headkaze Posted March 26, 2013 Author Share Posted March 26, 2013 Please read the instructions carefully as new versions of MC64 require you to download MinGW separately. Quote Link to comment Share on other sites More sharing options...
Adultery Posted March 26, 2013 Share Posted March 26, 2013 Hey Ben!Just wanted to chime in and say this new version is great! Your improvements to this app are superb! The addition of ForceDirectInput is in itself is pretty damn awesome (no more manually changing input.c when I compile), not to mention the other compiler options (except I have no idea what symbols are). Great job! Quote Link to comment Share on other sites More sharing options...
headkaze Posted March 27, 2013 Author Share Posted March 27, 2013 Thanks Adultery I think you requested the DirectInput option a long time ago lol BTW I've never tried to do a UME compile so if there is a problem please get back to me (anyone). Quote Link to comment Share on other sites More sharing options...
Krakerman Posted March 27, 2013 Share Posted March 27, 2013 I must say I tried my very first compile tonight using Ben's very program and must say it went very smooth! Thanks for a great program and looks like I'll be compiling my own MAME versions now Quote Link to comment Share on other sites More sharing options...
Adultery Posted March 27, 2013 Share Posted March 27, 2013 Sorry to "nit pick" but while I was compiling UME today, I noticed a difference in your snap and the GUI I'm looking at:I want my group text to be orange too! That looks like fun! UME seemed to compile just fine BTW. Quote Link to comment Share on other sites More sharing options...
headkaze Posted March 27, 2013 Author Share Posted March 27, 2013 I want my group text to be orange too! That looks like fun! That's just part of the theme on my old XP box (it's a fake Vista theme). I have no idea where the setting for group box text color is though?UME seemed to compile just fine BTW.Great to know, thanks! Quote Link to comment Share on other sites More sharing options...
Adultery Posted March 27, 2013 Share Posted March 27, 2013 Me.GroupBox1.ForeColor = System.Drawing.Color.Orange Quote Link to comment Share on other sites More sharing options...
headkaze Posted March 27, 2013 Author Share Posted March 27, 2013 Me.GroupBox1.ForeColor = System.Drawing.Color.Orange No I mean for the default theme. I try not to mess with the users' colour scheme in my apps. Quote Link to comment Share on other sites More sharing options...
gamepimp Posted March 29, 2013 Share Posted March 29, 2013 My bad Headkaze. I didn't realize I needed to update the MinGW files. I downloaded the new files and UME compiled just fine. Will there be an updated MinGW with each new release of MC64? Or is this updated version good for the foreseeable future? Thx again for such an awesome program! Quote Link to comment Share on other sites More sharing options...
Draco1962 Posted March 29, 2013 Share Posted March 29, 2013 I believe that MinGW is updated with each MAMEDev release including u releases. Quote Link to comment Share on other sites More sharing options...
nullPointer Posted March 29, 2013 Share Posted March 29, 2013 MinGW is not actually associated with MAME in any way. It's just the compiler used to build your MAME executable from source code. So while it's probably good to update MinGW each time when you compile the most recent version of MAME, the two projects are not on the same release schedule. Quote Link to comment Share on other sites More sharing options...
Draco1962 Posted March 29, 2013 Share Posted March 29, 2013 Thanks for the clarification. As a general rule, I always grab the latest when I do a compile to ensure I have the latest version available. Quote Link to comment Share on other sites More sharing options...
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