mahlemiut wrote:XMAME is mostly compatible with MAME. That's why we keep trying to get you to use it.
Ok, but that's running on the same CPU.
if ported to Mac CPU, something like compiling it to use the CPU in little endian mode might be necessary. I have no clue how to do stuff along those lines. PPC-CPUs can run in 2 modes. There is big-endian mode which is how most software for Macs runs. There is also little-endian mode. Software like VirtualPC runs in this mode which really assists for emulating a PC.
It's also not a "pc-mame", as it can be compiled on various versions of Unix on various non-x86 systems.
ok, here's a question then. Are inps resulting from xmame compiled and running on a system like a Sun workstation compatible with xmame for x86? That's separate versus it just being able to be compiled.
I would certainly try xwolfmame built for OS X or even just regular xmame on OS X if it had a direct binary to run(versus a list of 50 instructions saying you must build this and this and that and get these libs and should have these libs etc. only to find out the instructions aren't entirely correct and builds result in several errors etc.
I don't want to have to learn how to program in linux to be able to build xmame. The Apple Dev tools for OS X might be able to do this stuff, but then I wouldn't be able to follow the instructions and would have to figure out those 50 steps.
A couple people had built xmame for x-windows for OS X with a older version...think it was 0.61...said it ran dreadfully slow where it wasn't useful. ie. 25 fps for pacman on a mac 3 times faster than what I have that gets about 180fps for pacman in macmame.
I'm not going to sacrifice a factor of 10 in speed.
I have no clue how much of that is from the assembly optimizations in macmame versus graphical hardware acceleration etc. The latest x11 implementation for OS X is much better than what I can use with my current OS.
I would prefer an xmame build that doesn't require x11. Maybe something like that could be built that doesn't require x-windows...and could even use the macmame graphical code to have the opengl acceleration etc.
It was this kind of thing I am tentatively planning on starting this summer. ie. take xwolfmame...and add to it what is necessary so it runs within OS X. The first version perhaps just CLI through the terminal...with later version with a GUI.
If MacMAME Plus is based upon MacMAME, you may have some difficulty getting the inps compatible.
Not sure why MacMAME+ is mentioned here. What's Macmame+ have to do with any of this?
All of the inps I recorded in macmame+ playback fine in the official macmame.
What I am referring to above is taking the xmame and macmame code...and first going through the code so the inp file format and contents are identical to xmame but using the macmame video and audio and controller sources at least..and get a build that runs and see how fast that is. If really slow then I would start to add assembly optimizations for certain game CPUs retesting the replay compatibillity to see if any changes from that etc.
Then start checking games and for those with differences like pseudo-random number generation finding a way to recode so that issue is gone. If within the assembly code, since I really don't know assembly I wouldn't be able to address those...except perhaps not use that assembly.
Does mame_rnd totally solve that situation?
Anyway, the result would be a different macmame build for OS X that users can download and directly use without having to install 5 other separate software packages and/or libs that yields replay files compatible with the pc version.
For me to even remotely build xmame or xwolfmame that would use hardware graphical acceleration I first would need to buy and install the latest OS, Panther(10.3.x) then run the updates on it to 10.3.2. I then would have to install the dev tools/x-code which has the gcc compiler and libs etc. as part of it.
I then would have to download Apple's latest x11 implementation ad install that.
I then would have to get and install fink. I then would have to get the SDL code and build the SDL libs...whatever they are. I then might have to get other libs also and install those.
After all of that, I then could attempt a make...although to install all of that stuff I first would need to get a larger HD.