AGEMAME HQ

The official site of AGEMAME Development

Archive for May, 2006

0.106u2

May 26th, 2006 by James

Well, in a bid to try to get some people to look at the new rendering system - I’ve made these patches enable it by default (the opposite of MAME). This means clean compiles, otherwise things go even more wrong than usual.

By all means try to find things wrong with it, but rather than bombard MAMETesters, let me know on the AGEMAME Forum instead.

If things get really bad, there’s a ‘makefile.old’ in the distribution which will compile the ‘classic’ renderer again.

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The video rewrite and you.

May 23rd, 2006 by James

http://www.aarongiles.com/?p=160

You may well ask yourself, just what does this mean for the layout engine awpvid.c?

It means - it’s screwed, as it currently stands.

Seeing as I don’t have any more knowledge of the code than anyone else does at present, I can’t be certain just what I’ll be able to do to rebuild it - but if any of the suggestions I made have been included, it should be possible to make matters a lot simpler for layout writers.

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0.106u1

May 19th, 2006 by James

I have put patches up for this particular source version, but have noticed some graphical glitches on the generic fruit machine video games.

As a result, I don’t recommend replacing version 0.34 with this one, but feel free to download the source anyway.

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AGEMAME 0.34 released (AGEMAME32 binary to come)

May 15th, 2006 by James

0.34
Included all updates from 0.105u2 to 0.106.
AWPSim revised into a number of simple functions, so as to minimise the degree of C knowledge required to add support for a particular game.

Also updated Dr. Who graphics files, to work with the new version - see the AWP Simulator Layouts section for details.

EDIT: AGEMAME 32 Binary now released.

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0.105u5

May 12th, 2006 by James

Patches in the usual place.

Incidentally, I’m not sure if anyone else has noticed this, but the MAMEWorld server has been reconfigured recently, which has fixed some of the more glitchy elements of the site, like my control panel.

Doesn’t seem to have fixed the right hand menu though, so evidently that’s my fault.

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MPU4 progress (May)

May 7th, 2006 by James

After having another look at the schematic, I’ve tried to hook up a few more things in the emulation (LEDs and inputs mainly).

However, I’m having trouble finding an MPU4 Gamecard to look at (I only have the main board).

If anyone can help, please let me know on the forums.

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0105u4

May 5th, 2006 by James

Patches to make this version are now available (Please note that the PLD dumping does not currently affect AGEMAME, as those games that use it are using a different format)

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