mirror of
https://github.com/holub/mame
synced 2025-10-04 08:28:39 +03:00
Fixed bogus characters in newvideo.txt.
Fixed const changes in sidvoice.c. Removed GAME_SUPPORTS_SAVE from namcond1 driver.
This commit is contained in:
parent
507ca2d275
commit
8a9ea25d74
@ -6,17 +6,17 @@ how you should configure MAME with the new rendering system in place.
|
||||
|
||||
The New Video Landscape
|
||||
|
||||
Since its inception 9 years ago, MAME’s 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
|
||||
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.
|
||||
|
||||
I’m 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
|
||||
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
|
||||
now without much substantial change. And with the recent rewrite,
|
||||
you’re 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.
|
||||
|
||||
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
|
||||
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
|
||||
last 5 years or so — we’re 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
|
||||
much any resolution without breaking a sweat. Configure your desktop
|
||||
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,
|
||||
there is little reason to switch resolutions at all, unless you
|
||||
fall into Category 3, below. In this mode, you will have full access
|
||||
to artwork options, and you’ll 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
|
||||
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
|
||||
@ -47,28 +47,28 @@ uses Direct3D, so you should configure yourself like this:
|
||||
|
||||
The -noswitchres option tells MAME to just run at the current
|
||||
resolution. Although you can let MAME pick a resolution for you, it
|
||||
doesn’t 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
|
||||
recommend using the -triplebuffer option as well. Just make sure your
|
||||
monitor’s 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
|
||||
-nofilter option to disable bilinear filtering, though that will
|
||||
produce blocky artifacts. Alternatively, you can use the -prescale
|
||||
option which is described at the end of this article.
|
||||
|
||||
|
||||
Category 2: Like the old days. I really didn’t 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
|
||||
alive otherwise. People who fall into this category include those who
|
||||
have weak systems that worked fine with previous versions of MAME,
|
||||
but who don’t 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
|
||||
and 1000fps with Direct3D doesn’t mean that Direct3D is going to be
|
||||
a serious issue when playing at a regular 60fps, so if you’re unsure,
|
||||
and 1000fps with Direct3D doesn't mean that Direct3D is going to be
|
||||
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
|
||||
draw the game screen and artwork at the game’s 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,
|
||||
such as -artcrop, won’t 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
|
||||
performance penality. MAME will then use your video card to stretch
|
||||
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,
|
||||
you might want to turn it on. Again, to avoid tearing artifacts, I
|
||||
recommend using the -triplebuffer option as well, but make sure your
|
||||
monitor’s 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
|
||||
produces blurry pixels which you don’t like, try the -prescale option
|
||||
produces blurry pixels which you don't like, try the -prescale option
|
||||
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
|
||||
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
|
||||
screen for each pixel in the original game. They don’t 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
|
||||
right place. Fortunately, you can still configure MAME for this case
|
||||
as well:
|
||||
@ -98,7 +98,7 @@ as well:
|
||||
-video ddraw -nohwstretch -switchres [-triplebuffer]
|
||||
|
||||
Obviously in this case, the -switchres is required. You also want to
|
||||
disable hardware stretching, otherwise you won’t get that “perfect”
|
||||
disable hardware stretching, otherwise you won't get that "perfect"
|
||||
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
|
||||
software, compose the screen graphics at the specified scale factor.
|
||||
This has all the advantages of the Category 2 case, except that since
|
||||
there wasn’t 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.
|
||||
|
||||
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
|
||||
be loaded and overlaid on top of screen bitmaps. See the description
|
||||
of -effect in windows.txt for more details.
|
||||
|
@ -9,10 +9,10 @@
|
||||
static UINT8 triangleTable[4096];
|
||||
static UINT8 sawtoothTable[4096];
|
||||
static UINT8 squareTable[2*4096];
|
||||
static UINT8* waveform30;
|
||||
static UINT8* waveform50;
|
||||
static UINT8* waveform60;
|
||||
static UINT8* waveform70;
|
||||
static const UINT8* waveform30;
|
||||
static const UINT8* waveform50;
|
||||
static const UINT8* waveform60;
|
||||
static const UINT8* waveform70;
|
||||
#if defined(LARGE_NOISE_TABLE)
|
||||
static UINT8 noiseTableMSB[1<<8];
|
||||
static UINT8 noiseTableLSB[1L<<16];
|
||||
@ -750,13 +750,6 @@ void sidInitWaveformTables(SIDTYPE type)
|
||||
waveform70 = waveform70_6581; /* really audible? */
|
||||
}
|
||||
|
||||
for ( i = 4096; i < 8192; i++ )
|
||||
{
|
||||
waveform50[i] = 0;
|
||||
waveform60[i] = 0;
|
||||
waveform70[i] = 0;
|
||||
}
|
||||
|
||||
if ( type==MOS8580 )
|
||||
{
|
||||
sidModeNormalTable[3] = sidMode30;
|
||||
|
@ -410,8 +410,8 @@ ROM_START( ncv2j )
|
||||
ROM_LOAD( "ncs1voic.7c", 0x000000, 0x200000, CRC(ed05fd88) SHA1(ad88632c89a9946708fc6b4c9247e1bae9b2944b) )
|
||||
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, 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, 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( 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, 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( 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( 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( 1996, ncv2j, ncv2, namcond1, namcond1, namcond1, ROT90, "Namco", "Namco Classics Collection Vol.2 (Japan)", GAME_IMPERFECT_SOUND | GAME_IMPERFECT_GRAPHICS | GAME_UNEMULATED_PROTECTION )
|
||||
|
Loading…
Reference in New Issue
Block a user