![]() k053246_k053247_k055673.cpp, k053246_k053247_k055673.h: I went back to update zdrawgfxzoom32GP(), now down to a third of its original size before I started changing it. As a thinly veiled excuse for reworking the whole function, I went ahead and added additive sprite blending (to the now singular alpha call site). Remarks: the mix priority setting is not yet handled. It seems simple enough (flip dst and src), but I would like to find an example of this before I implement it. k054156_k054157_k056832.cpp: The attr variable holds what appear to be the elusive tile (external) mix codes. Attach it to the flags variable so these bits can be accessed in the tile callback functions. Tiles with mix codes gets their own tilemap category. Remarks: I've now changed the callback to include an attr param. k054338.cpp: Update set_alpha_level. This function now returns a level, an additive blend bool and a mixpri bool. Minor style changes to the overall file. Remarks: set_alpha_level doesn't actually set anything. Maybe rename to get_alpha_level? moo.cpp, xexex.cpp: Mask out the new additive & mixpri bits from set_alpha_level calls for now, until it's known if / how they should be used over there. mystwarr_v.cpp, mystwarr.h: Remove mystwarr water hack. Update mystwarr_tile_callback (and add viostorm_tile_callback) to read tile mix codes, store last read mix code in a new m_last_alpha_tile_mix_code variable. Attach m_last_alpha_tile_mix_code to mixerflags, which happens to have two unused bits. Remarks: I updated the mixerflags documentation to mention the usage of the last two bits. konamigx_v.cpp, konamigx.cpp, konamigx.h: Shrink GX_MAX_SPRITES, which to the best of my ability seems to be oversized. There does seem to be several oversized arrays / defs in these files, so I think this is one of them. The usual FredYeye updates to konamigx_mixer - move declarations closer to use, more suited types, rename temp vars, etc. Change objpool to a vector, simplifying usage (push_back, size). Replace sorting loop with reverse + stable_sort. Improve gx_draw_basic_tilemaps - read internal / external alpha mix codes based on vinmix_on. Tiles with mixcodes get drawn in a separate pass for per-tile blending. Update alpha_tile_callback and add salmndr2_tile_callback, same as the mystwarr_v callbacks. What started out as trying to sort out konamigx_mixer() to look at shadow/priority issues instead ended up with me finally getting a foot into the figurative tile blending door. The mystwarr water hack is gone, and sexyparo gets transparent windows. This might affect many GX and related games. Alpha blending might be broken in some games now, and needs to get their mix codes attached in their respective callbacks. salmndr2 got tagged in my automatic video comparison for differing from earlier versions, that's why I managed to fix it already. Known problems: metamrph: stained glass windows are near-transparent at the moment. I think additive tile blending will fix it... viostorm: character names fade in in reverse. This also uses additive blending, so this might also get fixed once that's in. fantjour: the top & bottom flames at the captain kebab ship go missing. Uses additive blending. |
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MAME
What is MAME?
MAME is a multi-purpose emulation framework.
MAME's purpose is to preserve decades of software history. As electronic technology continues to rush forward, MAME prevents this important "vintage" software from being lost and forgotten. This is achieved by documenting the hardware and how it functions. The source code to MAME serves as this documentation. The fact that the software is usable serves primarily to validate the accuracy of the documentation (how else can you prove that you have recreated the hardware faithfully?). Over time, MAME (originally stood for Multiple Arcade Machine Emulator) absorbed the sister-project MESS (Multi Emulator Super System), so MAME now documents a wide variety of (mostly vintage) computers, video game consoles and calculators, in addition to the arcade video games that were its initial focus.
Where can I find out more?
- Official MAME Development Team Site (includes binary downloads, wiki, forums, and more)
- MAME Testers (official bug tracker for MAME)
Community
Development
CI status and code scanning
How to compile?
If you're on a UNIX-like system (including Linux and macOS), it could be as easy as typing
make
for a full build,
make SUBTARGET=tiny
for a build including a small subset of supported systems.
See the Compiling MAME page on our documentation site for more information, including prerequisites for macOS and popular Linux distributions.
For recent versions of macOS you need to install Xcode including command-line tools and SDL 2.0.
For Windows users, we provide a ready-made build environment based on MinGW-w64.
Visual Studio builds are also possible, but you still need build environment based on MinGW-w64. In order to generate solution and project files just run:
make vs2022
or use this command to build it directly using msbuild
make vs2022 MSBUILD=1
Coding standard
MAME source code should be viewed and edited with your editor set to use four spaces per tab. Tabs are used for initial indentation of lines, with one tab used per indentation level. Spaces are used for other alignment within a line.
Some parts of the code follow Allman style; some parts of the code follow K&R style -- mostly depending on who wrote the original version. Above all else, be consistent with what you modify, and keep whitespace changes to a minimum when modifying existing source. For new code, the majority tends to prefer Allman style, so if you don't care much, use that.
All contributors need to either add a standard header for license info (on new files) or inform us of their wishes regarding which of the following licenses they would like their code to be made available under: the BSD-3-Clause license, the LGPL-2.1, or the GPL-2.0.
See more specific C++ Coding Guidelines on our documentation web site.
License
The MAME project as a whole is made available under the terms of the GNU General Public License, version 2 or later (GPL-2.0+), since it contains code made available under multiple GPL-compatible licenses. A great majority of the source files (over 90% including core files) are made available under the terms of the 3-clause BSD License, and we would encourage new contributors to make their contributions available under the terms of this license.
Please note that MAME is a registered trademark of Gregory Ember, and permission is required to use the "MAME" name, logo, or wordmark.
Copyright (c) 1997-2025 MAMEdev and contributors
This program is free software; you can redistribute it and/or modify it
under the terms of the GNU General Public License version 2, as provided in
docs/legal/GPL-2.0.
This program is distributed in the hope that it will be useful, but WITHOUT
ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
more details.
Please see COPYING for more details.