Fixed bogus characters in newvideo.txt.

Fixed const changes in sidvoice.c.
Removed GAME_SUPPORTS_SAVE from namcond1 driver.
This commit is contained in:
Aaron Giles 2007-12-18 03:13:07 +00:00
parent 507ca2d275
commit 8a9ea25d74
3 changed files with 28 additions and 35 deletions

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

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@ -9,10 +9,10 @@
static UINT8 triangleTable[4096]; static UINT8 triangleTable[4096];
static UINT8 sawtoothTable[4096]; static UINT8 sawtoothTable[4096];
static UINT8 squareTable[2*4096]; static UINT8 squareTable[2*4096];
static UINT8* waveform30; static const UINT8* waveform30;
static UINT8* waveform50; static const UINT8* waveform50;
static UINT8* waveform60; static const UINT8* waveform60;
static UINT8* waveform70; static const UINT8* waveform70;
#if defined(LARGE_NOISE_TABLE) #if defined(LARGE_NOISE_TABLE)
static UINT8 noiseTableMSB[1<<8]; static UINT8 noiseTableMSB[1<<8];
static UINT8 noiseTableLSB[1L<<16]; static UINT8 noiseTableLSB[1L<<16];
@ -750,13 +750,6 @@ void sidInitWaveformTables(SIDTYPE type)
waveform70 = waveform70_6581; /* really audible? */ waveform70 = waveform70_6581; /* really audible? */
} }
for ( i = 4096; i < 8192; i++ )
{
waveform50[i] = 0;
waveform60[i] = 0;
waveform70[i] = 0;
}
if ( type==MOS8580 ) if ( type==MOS8580 )
{ {
sidModeNormalTable[3] = sidMode30; sidModeNormalTable[3] = sidMode30;

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@ -410,8 +410,8 @@ ROM_START( ncv2j )
ROM_LOAD( "ncs1voic.7c", 0x000000, 0x200000, CRC(ed05fd88) SHA1(ad88632c89a9946708fc6b4c9247e1bae9b2944b) ) ROM_LOAD( "ncs1voic.7c", 0x000000, 0x200000, CRC(ed05fd88) SHA1(ad88632c89a9946708fc6b4c9247e1bae9b2944b) )
ROM_END ROM_END
GAME( 1995, ncv1, 0, namcond1, namcond1, namcond1, ROT90, "Namco", "Namco Classics Collection Vol.1", GAME_IMPERFECT_SOUND | GAME_IMPERFECT_GRAPHICS | GAME_SUPPORTS_SAVE ) GAME( 1995, ncv1, 0, namcond1, namcond1, namcond1, ROT90, "Namco", "Namco Classics Collection Vol.1", GAME_IMPERFECT_SOUND | GAME_IMPERFECT_GRAPHICS )
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 ) GAME( 1995, ncv1j, ncv1, namcond1, namcond1, namcond1, ROT90, "Namco", "Namco Classics Collection Vol.1 (Japan, v1.00)", GAME_IMPERFECT_SOUND | GAME_IMPERFECT_GRAPHICS )
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 ) GAME( 1995, ncv1j2, ncv1, namcond1, namcond1, namcond1, ROT90, "Namco", "Namco Classics Collection Vol.1 (Japan, v1.03)", GAME_IMPERFECT_SOUND | GAME_IMPERFECT_GRAPHICS )
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 ) GAME( 1996, ncv2, 0, namcond1, namcond1, namcond1, ROT90, "Namco", "Namco Classics Collection Vol.2", GAME_IMPERFECT_SOUND | GAME_IMPERFECT_GRAPHICS | GAME_UNEMULATED_PROTECTION )
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 ) GAME( 1996, ncv2j, ncv2, namcond1, namcond1, namcond1, ROT90, "Namco", "Namco Classics Collection Vol.2 (Japan)", GAME_IMPERFECT_SOUND | GAME_IMPERFECT_GRAPHICS | GAME_UNEMULATED_PROTECTION )