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Full screen now works too
 By StarWarsLegacy.net - Posted on March 22, 2008 - 23:11:33   (#22609)
 Current version when comment was posted: 0.106
and effect 0 would be a nice choice for people with low end machines.

This works great, everything I throw at it runs!

RE: USB Joystick Works! Full Screen?
 By tonestone57 - Posted on March 22, 2008 - 22:45:06   (#22608)
 Current version when comment was posted: 0.106
Full screen mode works. Window mode is faster but you shouldn't notice much difference with a newer, faster system.

In xmamerc, under SDL related, change fullscreen to 1.
xmamerc is the configuration file and good to go through it and try changing some of the settings to see what happens.

You can get a list of command line options by doing:
xmameSDL106 -help ( or maybe --help? )

You can then set some of these options up in xmamerc, ie: make them permanent.

USB Joystick Works! Full Screen?
 By StarWarsLegacy.net - Posted on March 22, 2008 - 22:25:52   (#22607)
 Current version when comment was posted: 0.106
That did the trick! Thankx!

Now is there a way to do full screen? Or is there a list of command line options anywhere?


RE: USB Joystick support
 By tonestone57 - Posted on March 22, 2008 - 21:58:34   (#22606)
 Current version when comment was posted: 0.106
I've only tested games with keyboard.

I checked the Readme and it appears I compiled Xmame to work with SDL joystick support. So I can't really say if joystick will work or not - SDL Video & Sound works.

You'd want to change the config file xmamerc. Open in text editor and change joytype 0; to joytype 5.

You may also need:
http://bebits.com/app/1688

Additional Info:
There are 5 joystick types for the joytype switch in xmamerc as of version 0.88

* 0 No joystick
* 1 Linux i386 joystick (version 1.x.x)
* 2 Town Pad gamepad
* 3 BSD USB joystick
* 4 PS2 joystick
* 5 SDL joystick interface

I avoided compiling in support for 1 through 4 because was thinking they may not work anyways.

USB Joystick support
 By StarWarsLegacy.net - Posted on March 22, 2008 - 16:40:31   (#22605)
 Current version when comment was posted: 0.106
Does this support Joysticks or USB joysticks? If so what command do I use to support them?

Thankx!

RE: about the compilation info
 By tonestone57 - Posted on June 23, 2007 - 10:42:27   (#21750)
 Current version when comment was posted: 0.106
Sure no problem.

I'm not sure if I'll be able to do it either but don't have the time to try. I may look at it next year.

I looked at Znes & Snes9x downloads and it didn't seem a lot to me. Then again, I checked out Quake I & II & Doom and saw that the norm is 13,000 to 25,000 downloads for popular games/applications.

I find SDL fairly good & the multi platform is a big plus. This is why lots of software/games have been ported to BeOS :-) I'm happy it is around. If more people worked on it then I'm sure it could get even better in the future.

about the compilation info
 By AlienSoldier - Posted on June 20, 2007 - 13:44:57   (#21746)
 Current version when comment was posted: 0.106
thanx for the info, sadly i can't make more progress than the first error i posted, It's way over my head, or should i say over the complexity line i fixed for myself when it come to how computer should work.

Somebody will have to do it other than me or mame as a whole would require a rewrite before i can try again.

Imuo, SDL fail miserably at what it's suposed to accomplish, true easy multiplatform development.

... back to my native BeOS pet project development :)

Re: SDLMame 0.116u1
 By tonestone57 - Posted on June 19, 2007 - 21:17:35   (#21745)
 Current version when comment was posted: 0.106
LONG POST ON COMPILING INFO:

Ok. I can give little help to get you started but it is best to work with people ( or someone ) who has intermediate knowledge of C or C++ programming language, somewhat familiar with Linux/BeOS and Gcc.

BeOS is POSIX compliant so using the "Unix" OS type should pretty much get you close to doing the port. So, SDLMAME believes OS is UNIX which works. POSIX libraries use standard names between Linux/Unix and BeOS.ie: libz.so, libSDL.so, libexpat.so, etc. So, Makefile knows which libraries to link in - just have to make sure it finds them.

BeOS has SDL libraries ( which work very well ) and *Software* OpenGL ( which is slow ). So, disabling OpenGL is the way to go ( this way SDL is only used ).

If you're using Zeta then your SDL libs hopefully are fairly up to date ( sdl-config --version ). Otherwise download latest ones and install them from here.
http://www.libsdl.org/download-1.2.php

It might be better to relocate following libraries:
#1 libz.so
#2 libexpat.so
#3 libSDL*.so ( about 7 SDL libs )

to:
/boot/beos/system/lib

because compiler may not find them if in:
/boot/home/config/lib
if your environment is not properly setup to search there for libs

SDLMAME comes with and allows building EXPAT & ZLIB ( #1 & #2 above ) as part of itself, but this causes problems and the way to go is to have SDLMAME link and use the ones on BeOS instead. ( DO NOT BUILD zlib AND expat AS PART OF SDLMAME ).

A "configure" file would have made things simplier. XMAME also only came with Makefile but it worked. You *may* have to edit SDLMAME Makefile to work.

Try with an older version of SDLMAME. I believe I got version 0.112 about 1/3 or more compiled before getting an error. Try this version or an older one if available. If you can get this working then you can try to move onto the newer one.

Also, XMAME compiled with Gcc 2.95.3 but SDLMAME probably requires you to use Gcc 3.4.3 ( which may not be compatible with BeOS if using C++ code? ).

SDLMame 0.116u1
 By AlienSoldier - Posted on June 19, 2007 - 15:08:54   (#21744)
 Current version when comment was posted: 0.106
i contacted Mr Belmont on the SDLMame forum and he replied this:

"
If someone ports it, I'll be glad to include any necessary changes. But I won't do it myself, and like OS/2 I can't maintain it myself.

However, given that Be is largely POSIX compliant I would guess that the "unix" target with OpenGL disabled will probably get you most of the way there. Just make sure to use gcc-3.4.3 :-)
"

i Started to look at all this and i'm cluuuueeeelesssssss. It does not have a configure and i did try to insert a "beos" SUBARCH into the make file (for watever that might do) and to allign this to the OS/2 one.

i get that error message when i type make:
$ make
makefile:335: Extraneous text after `ifneq' directive
src/emu/emu.mak:17: *** commands commence before first target. Stop.

I don't even know how the make file figure where are the SDL libs in all this (and whatever the OS). It seem to generate is own zlib, but even that i'm not even sure.

Re: Awsome!
 By tonestone57 - Posted on June 16, 2007 - 10:09:11   (#21733)
 Current version when comment was posted: 0.106
I checked and it seems to be supported.

ga2 "Golden Axe: The Revenge of Death Adder (World)"
ga2u "Golden Axe: The Revenge of Death Adder (US)"
ga2j "Golden Axe: The Revenge of Death Adder (Japan)"

Just a tip to see what games are supported do the following from Terminal:

xmame.SDL106 -lf > gamelist.txt

Then use text editor to search through gamelist.txt

xmame.SDL106 supports 6166 ROMS/Games

xmame.SDL103 supports 5943

And to see a command list do:
xmame.SDL106 -help

Awsome!
 By StarWarsLegacy.net - Posted on June 15, 2007 - 20:44:52   (#21730)
 Current version when comment was posted: 0.106
Can't wait to see if Golden Axe - Revenge of Death Adder works on it! :)

Re: dead codebase
 By tonestone57 - Posted on June 15, 2007 - 16:07:54   (#21728)
 Current version when comment was posted: 0.106
Thanks and I realize you just wanted someone to do a newer version of Mame on BeOS. Hopefully someone else can do it.

I also noticed SdlMame page said that Xmame was finished ( dead ), 0.106 the last. Funny how you have to go to another site to learn this. They should have posted it on the main Xmame site.

I also ported over AdvanceMenu ( front end for command line emulators ). Tested with Xmame on Zeta and works good. Not sure if it'll work with BeOS and I didn't include the newer opensource libs ( found on Zeta ), so may not work with BeOS?

http://zeta-os.com/cms/download.php?view.227

dead codebase
 By AlienSoldier - Posted on June 15, 2007 - 13:06:18   (#21727)
 Current version when comment was posted: 0.106
the SDLmame page say the xmame one is a dead code base. That said, in any case i'm happy to have a more modern mame :)

Re: sdlMame
 By tonestone57 - Posted on June 15, 2007 - 12:44:20   (#21726)
 Current version when comment was posted: 0.106
I was close to porting SdlMame last year but couldn't spare any more time on it. SdlMame is somewhat harder to port over than Xmame but anyone with intermediate programing skill and time should be able to do it.

It was easier to port Xmame. Unfortunately Xmame only goes upto 0.106 because there was a graphics rewrite of Mame with 0.107 and so Xmame graphics required rewriting.

And still no newer Xmame version. Maybe it is being worked on?

Re: kinda old version of mame
 By tonestone57 - Posted on June 15, 2007 - 12:30:18   (#21725)
 Current version when comment was posted: 0.106
Yes, I noticed that MAME is up to 0.116. I ported Xmame back in June 2006. Only posted it here now so that BeOS users could also benefit from it.

Original link:
http://www.zeta-os.com/cms/download.php?view.104

sdlMame
 By AlienSoldier - Posted on June 15, 2007 - 12:00:48   (#21724)
 Current version when comment was posted: 0.106
seem the latest multiplatform Mame is still SDLMame

http://rbelmont.mameworld.info/?page_id=163

Never was able to compile it myself, but i suck at porting. Because this is SDL latest GCC might still be able to compile it.


kinda old version of mame
 By AlienSoldier - Posted on June 15, 2007 - 11:48:56   (#21723)
 Current version when comment was posted: 0.106
last one is 0.116. In any case any new mame is good news. A BeMame 0.116 would still be good :P I hope John Rambo will find Caz in a bamboo cell in Burma and bring him back with him :P

 
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