January 28th, 2006 by James
As I’ve already mentioned, MAME’s artwork system takes a dislike to pushing around large amounts of PNGs, making any realistic attempt at a fruit machine reel ultimately pointless.
However, until that can be resolved, I have an alternate plan that I’m trying to put together - including a written description of the reel symbol on screen using the UI. Not quite as pleasing to the eye, but it should make things playable.
No promises as to the timeframe (I’m having difficulties getting the program to count backwards through an array), but it should be ready in the near future.
Category: AGEMAME News |
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January 26th, 2006 by James
You may have seen this go up earlier, but the actual, correct version has just been put up now (from now on, no more remote patching) - that said, I don’t know how significantly the graphics core bug that’s blighting the latest MAME affects AGEMAME drivers.
Category: AGEMAME News |
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January 23rd, 2006 by James
I’ve put up 0.31u1 - which I’m now using as the basis for any patches I generate.
There are no significant differences to gameplay, just a general tidying up so that I use MAME’s copy of any of the machine simulators.
Category: AGEMAME News |
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January 20th, 2006 by James
I’ve had a lot of trouble getting these patches to work, as the MAME versions of AGEMAME code use different formatting.
If you do run into trouble, I have included instructions on how to rebuild affected files.
PS. If you get a ‘no newline at end of file’ error, just open up the affected file and hit ‘Enter’ or ‘Return’ once, or redownload the patch (I hate it when I can’t use proper GNU diff, and have to use the ’supported’ version on my network).
Category: AGEMAME News |
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January 18th, 2006 by James
Well, I knew that having the games included in MAME would help to reveal the remaining bugs, and I was right - apparently there were a few little issues caused by my usage of an unoffical manual (I should have just left things as Re-Animator had them).
Hopefully the fixes I’ve sent in will clear up all those issues, and I can get back to my experiments with the 6850 ACIA.
Category: AGEMAME News |
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January 11th, 2006 by James
As you can see, certain AGEMAME games have been absorbed into MAME with 0.103u2.
Hopefully this will bring the titles to a wider audience and help with the last few remaining issues with them.
As for the AGEMAME patch, that’s out now - but those of you who use a full MAME source have everything anyway this time.
Category: AGEMAME News |
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January 10th, 2006 by James
In order to fix the problems with AGEMAME32, we need to do a full release (cardline was breaking everything).
The MAME source in this version is at 0.103u1, just so you know what’s happening in relation to patches etc.
Also, AGEMAME32 is now available, and those who like to compile their own might want to have a look at the source we’re using, as the previous ‘renaming’ modification has been improved.
Category: AGEMAME News |
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January 7th, 2006 by James
Well, I still can’t seem to find a solution for this - I’ve tried running the program without various drivers, but the UI still refuses to load.
I’ll report back when I can be of more use.
Category: AGEMAME News |
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January 5th, 2006 by James
Hopefully this should also fix the issues with MAME32 compiles, if people are still having trouble, please post the exact error message and I’ll look into it.
Category: AGEMAME News |
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