AGEMAME HQ

The official site of AGEMAME Development

Archive for February, 2006

Patches to 0.104u3 released

February 24th, 2006 by James

Also please note the new Source Browser courtesy of MAWS.

I haven’t quite got it hooked up properly yet, but everything should be readable on it at least.

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While we were away…

February 22nd, 2006 by James

I’ve had very little time to do much to the AGEMAME side of things, which is just as well given that Aaron’s after changing things again.

For once, though, I guessed correctly as to what he wanted to do, so it shouldn’t be *as* painful to update the few remaining AGEMAME-only files to that standard, adding a few things in the process.

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Patches to 0.104u2 available

February 17th, 2006 by James

These have not been tested on compilation tools other than the set at http://mamedev.org/tools

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Patches for 0.104u1 released

February 10th, 2006 by James

I’ve also added AGEMAME 32, and all the other supported builds, to the main download system.

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me = l33t haX0r

February 10th, 2006 by James

You should find that nearly everything works again now (I’ve hacked out Wp-Rewrite’s system, and replaced it with good, old-fashioned .htaccess). I haven’t updated the downloads system though, as technically I’m supposed to be working now ;).

We apologise for any inconvenience caused while the site was down.

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Notice of outage

February 6th, 2006 by James

I will be doing some maintenance work to the site imminently, so things may stop working for a little while.

EDIT: Phase one is complete (new theming and backend), but please note that the permalinks may not work correctly at the moment.

Phase 2 - permalinks are definitely broken, it appears that the query being used is faulty. I will investigate further, and as soon as I can find a solution, I’ll put AGEMAME 0.32 up.

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Finally, 0.103u5 patches are up

February 5th, 2006 by James

There’s some fairly significant changes here, so you’ll probably find things easier if you delete your source ‘obj’ folder entirely, and let the compiler recreate it from scratch.

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An apology

February 3rd, 2006 by James

Owing to circumstances beyond my control, the release of the patch to 0.103u5 has been postponed.

I hope you’ll appreciate that this delay will hopefully permit me to add some of the functionality I have been promising for a while now, and as such it will be worth the wait.

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Displaying your wares

February 1st, 2006 by James

At present, if you look at the fruit machines emulated in AGEMAME, you can’t help but notice the text display that goes with them.

However, it’s a hack, albeit a very subtle one.

At the moment, the emulated game sends commands to the handler for the display, which are converted directly to ASCII characters. These are then just drawn directly to the screen.

In actuality, the commands relate to a look up table which holds on and off data for 16 different ’segments’ of the display, which can all be controlled individually (there are only 15 visible segments, one of them controls an as yet unimplemented function).

The new version of AGEMAME will use that method of controlling the display, which will lead to a slightly harder to read, but infinitely more accurate display.

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