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https://github.com/holub/mame
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Fixed bogus characters in newvideo.txt.
Fixed const changes in sidvoice.c. Removed GAME_SUPPORTS_SAVE from namcond1 driver.
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@ -6,17 +6,17 @@ how you should configure MAME with the new rendering system in place.
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The New Video Landscape
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The New Video Landscape
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Since its inception 9 years ago, MAME’s video system has defaulted to
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Since its inception 9 years ago, MAME's video system has defaulted to
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a mode where it tries to change resolutions on you. And since the
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a mode where it tries to change resolutions on you. And since the
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first port of the core to Windows 5 years ago, it has defaulted to
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first port of the core to Windows 5 years ago, it has defaulted to
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using your graphics card to stretch the video to that resolution.
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using your graphics card to stretch the video to that resolution.
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I’m sure a lot of you out there have taken a lot of time to tweak the
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I'm sure a lot of you out there have taken a lot of time to tweak the
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current set of video options to make them work the way you like. But
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current set of video options to make them work the way you like. But
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every once in a while, you need to take a step back and re-evaluate
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every once in a while, you need to take a step back and re-evaluate
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the situation. The current video system has been in place for 5 years
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the situation. The current video system has been in place for 5 years
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now without much substantial change. And with the recent rewrite,
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now without much substantial change. And with the recent rewrite,
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you’re almost certainly going to want to rethink the way you have
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you're almost certainly going to want to rethink the way you have
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things configured.
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things configured.
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At the highest level, there are really three different ways you can
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At the highest level, there are really three different ways you can
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@ -28,7 +28,7 @@ you can tweak with the settings to figure out what works best.
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Category 1: Bells and whistles. People who fall into this category
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Category 1: Bells and whistles. People who fall into this category
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would include anyone with a modern system and a decent video card
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would include anyone with a modern system and a decent video card
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(decent in this context means at least 16MB of VRAM and built in the
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(decent in this context means at least 16MB of VRAM and built in the
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last 5 years or so — we’re not talking cutting edge here). Any decent
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last 5 years or so — we're not talking cutting edge here). Any decent
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video card will be able to render the simple MAME graphics at pretty
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video card will be able to render the simple MAME graphics at pretty
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much any resolution without breaking a sweat. Configure your desktop
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much any resolution without breaking a sweat. Configure your desktop
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to the video mode you want (preferably something high like 1024×768
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to the video mode you want (preferably something high like 1024×768
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@ -37,7 +37,7 @@ fixed-mode LCD, in which case just match what your LCD panel is),
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and tell MAME to leave the resolution alone. In this day and age,
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and tell MAME to leave the resolution alone. In this day and age,
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there is little reason to switch resolutions at all, unless you
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there is little reason to switch resolutions at all, unless you
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fall into Category 3, below. In this mode, you will have full access
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fall into Category 3, below. In this mode, you will have full access
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to artwork options, and you’ll get your artwork scaled to full
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to artwork options, and you'll get your artwork scaled to full
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resolution and with full alpha blending effects. Vector games will
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resolution and with full alpha blending effects. Vector games will
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look crisp, you can use decent fonts, and you can see a whole lot
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look crisp, you can use decent fonts, and you can see a whole lot
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more of the world when using the graphics/tilemap viewer. This mode
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more of the world when using the graphics/tilemap viewer. This mode
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@ -47,28 +47,28 @@ uses Direct3D, so you should configure yourself like this:
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The -noswitchres option tells MAME to just run at the current
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The -noswitchres option tells MAME to just run at the current
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resolution. Although you can let MAME pick a resolution for you, it
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resolution. Although you can let MAME pick a resolution for you, it
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doesn’t really make much sense in D3D mode, and in fact I may even
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doesn't really make much sense in D3D mode, and in fact I may even
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remove that feature altogether. To avoid tearing artifacts, I
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remove that feature altogether. To avoid tearing artifacts, I
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recommend using the -triplebuffer option as well. Just make sure your
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recommend using the -triplebuffer option as well. Just make sure your
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monitor’s refresh rate is higher than the game you are running. If
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monitor's refresh rate is higher than the game you are running. If
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you dislike the blurry look of the graphics, you can specify the
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you dislike the blurry look of the graphics, you can specify the
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-nofilter option to disable bilinear filtering, though that will
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-nofilter option to disable bilinear filtering, though that will
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produce blocky artifacts. Alternatively, you can use the -prescale
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produce blocky artifacts. Alternatively, you can use the -prescale
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option which is described at the end of this article.
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option which is described at the end of this article.
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Category 2: Like the old days. I really didn’t even want to support
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Category 2: Like the old days. I really didn't even want to support
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this mode at all, but certain vocal MAMEdevs would have skinned me
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this mode at all, but certain vocal MAMEdevs would have skinned me
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alive otherwise. People who fall into this category include those who
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alive otherwise. People who fall into this category include those who
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have weak systems that worked fine with previous versions of MAME,
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have weak systems that worked fine with previous versions of MAME,
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but who don’t run well with Direct3D rendering. (Note that just
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but who don't run well with Direct3D rendering. (Note that just
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because Space Invaders runs unthrottled at 2000fps with DirectDraw
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because Space Invaders runs unthrottled at 2000fps with DirectDraw
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and 1000fps with Direct3D doesn’t mean that Direct3D is going to be
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and 1000fps with Direct3D doesn't mean that Direct3D is going to be
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a serious issue when playing at a regular 60fps, so if you’re unsure,
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a serious issue when playing at a regular 60fps, so if you're unsure,
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give the Direct3D route a try for a while.) In this mode, MAME will
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give the Direct3D route a try for a while.) In this mode, MAME will
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draw the game screen and artwork at the game’s resolution, just like
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draw the game screen and artwork at the game's resolution, just like
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it did in MAME 0.106 and earlier; however, some artwork options,
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it did in MAME 0.106 and earlier; however, some artwork options,
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such as -artcrop, won’t work as you might expect, and some alpha
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such as -artcrop, won't work as you might expect, and some alpha
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blending artwork modes (specifically overlays) will operate with a
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blending artwork modes (specifically overlays) will operate with a
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performance penality. MAME will then use your video card to stretch
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performance penality. MAME will then use your video card to stretch
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the video to the proper aspect ratio.
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the video to the proper aspect ratio.
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@ -79,9 +79,9 @@ The -switchres is optional here. If your video card is really ancient
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and struggles expanding the screen to fit your desktop resolution,
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and struggles expanding the screen to fit your desktop resolution,
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you might want to turn it on. Again, to avoid tearing artifacts, I
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you might want to turn it on. Again, to avoid tearing artifacts, I
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recommend using the -triplebuffer option as well, but make sure your
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recommend using the -triplebuffer option as well, but make sure your
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monitor’s refresh rate is higher than the game you are running
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monitor's refresh rate is higher than the game you are running
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(-switchres will do that for you if you use it). If your video card
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(-switchres will do that for you if you use it). If your video card
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produces blurry pixels which you don’t like, try the -prescale option
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produces blurry pixels which you don't like, try the -prescale option
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described at the end of this article.
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described at the end of this article.
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@ -90,7 +90,7 @@ generally built their own cabinets and set them up with a CRT display
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where they have several dozen carefully hand-tweaked video modes that
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where they have several dozen carefully hand-tweaked video modes that
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approximate the original video modes the games ran at. They want MAME
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approximate the original video modes the games ran at. They want MAME
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to pick that hand-tweaked mode and use it, drawing one pixel on the
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to pick that hand-tweaked mode and use it, drawing one pixel on the
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screen for each pixel in the original game. They don’t give a whit
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screen for each pixel in the original game. They don't give a whit
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about artwork or anything other than the raw pixels going to the
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about artwork or anything other than the raw pixels going to the
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right place. Fortunately, you can still configure MAME for this case
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right place. Fortunately, you can still configure MAME for this case
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as well:
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as well:
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@ -98,7 +98,7 @@ as well:
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-video ddraw -nohwstretch -switchres [-triplebuffer]
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-video ddraw -nohwstretch -switchres [-triplebuffer]
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Obviously in this case, the -switchres is required. You also want to
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Obviously in this case, the -switchres is required. You also want to
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disable hardware stretching, otherwise you won’t get that “perfect”
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disable hardware stretching, otherwise you won't get that "perfect"
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1:1 pixel mapping. Triple buffering may or may not help.
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1:1 pixel mapping. Triple buffering may or may not help.
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@ -136,11 +136,11 @@ If you are running in Category 3 (-video ddraw -nohwstretch), then
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factor times the raw screen resolution, and then MAME will, in
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factor times the raw screen resolution, and then MAME will, in
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software, compose the screen graphics at the specified scale factor.
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software, compose the screen graphics at the specified scale factor.
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This has all the advantages of the Category 2 case, except that since
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This has all the advantages of the Category 2 case, except that since
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there wasn’t any pixel blurring to begin with, there is no additional
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there wasn't any pixel blurring to begin with, there is no additional
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crispness that comes about as a result.
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crispness that comes about as a result.
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Finally, you may be wondering about effects (and yes, scanlines are
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Finally, you may be wondering about effects (and yes, scanlines are
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an “effect”). Effects are no longer hard-coded into the system.
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an "effect"). Effects are no longer hard-coded into the system.
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Rather, you can provide a PNG file in the artwork directory that will
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Rather, you can provide a PNG file in the artwork directory that will
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be loaded and overlaid on top of screen bitmaps. See the description
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be loaded and overlaid on top of screen bitmaps. See the description
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of -effect in windows.txt for more details.
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of -effect in windows.txt for more details.
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@ -9,10 +9,10 @@
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static UINT8 triangleTable[4096];
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static UINT8 triangleTable[4096];
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static UINT8 sawtoothTable[4096];
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static UINT8 sawtoothTable[4096];
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static UINT8 squareTable[2*4096];
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static UINT8 squareTable[2*4096];
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static UINT8* waveform30;
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static const UINT8* waveform30;
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static UINT8* waveform50;
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static const UINT8* waveform50;
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static UINT8* waveform60;
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static const UINT8* waveform60;
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static UINT8* waveform70;
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static const UINT8* waveform70;
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#if defined(LARGE_NOISE_TABLE)
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#if defined(LARGE_NOISE_TABLE)
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static UINT8 noiseTableMSB[1<<8];
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static UINT8 noiseTableMSB[1<<8];
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static UINT8 noiseTableLSB[1L<<16];
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static UINT8 noiseTableLSB[1L<<16];
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@ -750,13 +750,6 @@ void sidInitWaveformTables(SIDTYPE type)
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waveform70 = waveform70_6581; /* really audible? */
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waveform70 = waveform70_6581; /* really audible? */
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}
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}
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for ( i = 4096; i < 8192; i++ )
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{
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waveform50[i] = 0;
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waveform60[i] = 0;
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waveform70[i] = 0;
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}
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if ( type==MOS8580 )
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if ( type==MOS8580 )
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{
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{
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sidModeNormalTable[3] = sidMode30;
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sidModeNormalTable[3] = sidMode30;
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@ -410,8 +410,8 @@ ROM_START( ncv2j )
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ROM_LOAD( "ncs1voic.7c", 0x000000, 0x200000, CRC(ed05fd88) SHA1(ad88632c89a9946708fc6b4c9247e1bae9b2944b) )
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ROM_LOAD( "ncs1voic.7c", 0x000000, 0x200000, CRC(ed05fd88) SHA1(ad88632c89a9946708fc6b4c9247e1bae9b2944b) )
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ROM_END
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ROM_END
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GAME( 1995, ncv1, 0, namcond1, namcond1, namcond1, ROT90, "Namco", "Namco Classics Collection Vol.1", GAME_IMPERFECT_SOUND | GAME_IMPERFECT_GRAPHICS | GAME_SUPPORTS_SAVE )
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GAME( 1995, ncv1, 0, namcond1, namcond1, namcond1, ROT90, "Namco", "Namco Classics Collection Vol.1", GAME_IMPERFECT_SOUND | GAME_IMPERFECT_GRAPHICS )
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GAME( 1995, ncv1j, ncv1, namcond1, namcond1, namcond1, ROT90, "Namco", "Namco Classics Collection Vol.1 (Japan, v1.00)", GAME_IMPERFECT_SOUND | GAME_IMPERFECT_GRAPHICS | GAME_SUPPORTS_SAVE )
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GAME( 1995, ncv1j, ncv1, namcond1, namcond1, namcond1, ROT90, "Namco", "Namco Classics Collection Vol.1 (Japan, v1.00)", GAME_IMPERFECT_SOUND | GAME_IMPERFECT_GRAPHICS )
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GAME( 1995, ncv1j2, ncv1, namcond1, namcond1, namcond1, ROT90, "Namco", "Namco Classics Collection Vol.1 (Japan, v1.03)", GAME_IMPERFECT_SOUND | GAME_IMPERFECT_GRAPHICS | GAME_SUPPORTS_SAVE )
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GAME( 1995, ncv1j2, ncv1, namcond1, namcond1, namcond1, ROT90, "Namco", "Namco Classics Collection Vol.1 (Japan, v1.03)", GAME_IMPERFECT_SOUND | GAME_IMPERFECT_GRAPHICS )
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GAME( 1996, ncv2, 0, namcond1, namcond1, namcond1, ROT90, "Namco", "Namco Classics Collection Vol.2", GAME_IMPERFECT_SOUND | GAME_IMPERFECT_GRAPHICS | GAME_UNEMULATED_PROTECTION | GAME_SUPPORTS_SAVE )
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GAME( 1996, ncv2, 0, namcond1, namcond1, namcond1, ROT90, "Namco", "Namco Classics Collection Vol.2", GAME_IMPERFECT_SOUND | GAME_IMPERFECT_GRAPHICS | GAME_UNEMULATED_PROTECTION )
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GAME( 1996, ncv2j, ncv2, namcond1, namcond1, namcond1, ROT90, "Namco", "Namco Classics Collection Vol.2 (Japan)", GAME_IMPERFECT_SOUND | GAME_IMPERFECT_GRAPHICS | GAME_UNEMULATED_PROTECTION | GAME_SUPPORTS_SAVE )
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GAME( 1996, ncv2j, ncv2, namcond1, namcond1, namcond1, ROT90, "Namco", "Namco Classics Collection Vol.2 (Japan)", GAME_IMPERFECT_SOUND | GAME_IMPERFECT_GRAPHICS | GAME_UNEMULATED_PROTECTION )
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