AlphaMAME 0.61

General discussion on MAME, MARP, or whatever else that doesn't belong in any of the other forums

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MDenham
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Post by MDenham »

Chad wrote:a quick answer to that is that it'll make marps storage requirements larger, because the compression used (after zip) will be not as good as ziping a bare uncompressed inp.
Since it's not as good, it's obviously not the same method (might be similar, though). You can probably zip up these "compressed" .inps and get decent compression on top of what's currently done by Alphamame. Anyone know if an Alphamame .inp that's been zipped gives a smaller .zip than a regular .inp that's been zipped?
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roncli
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Post by roncli »

BBH wrote:Just a refresher for anyone that might've missed it the first time.
Wow... puts the comics in perspective. :)
-roncli
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Chad
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Post by Chad »

usually when you combine compression algs you don't get double your pleasure. The inps do compress but not as well as straight ziping, and because they are compressed they are harder for zip to compress, thus zip may squeeze a little more out but not much. try it for yourself, the exe is available to make all the inps you want for testing :)
-skito
Haze
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Post by Haze »

ok, well it was just a warning since the tolerance level was 0 for mame32, personally in this case the reasoning seems understandable, heck if asked Nicola might even permit it, there are more serious license violations to deal with anyway such as builds removing the legal screens, enabling disabled games etc.
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Chad
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Post by Chad »

we love and appriciate mame to the point we want the severe exact arcade experience and that specifcally means stoping: pausing, slowdowns, and the re-recording business something a real arcade does not provide that regular mame is providing. Hiding some code is the only way to do this. we'd never hide games/copyrights, i'm speaking for barry but i'm pretty sure he agrees.

if we thought Nicola had time for us we'd ask him, and he's been asked i think with no response...
-skito
Haze
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Post by Haze »

you'll probably also want to strictly enforce crc's so the wrong roms can't be used, otherwise I imagine it might be possible for someone to hack some roms to aid play, eg hack a quiz game to always highlight the right answer, of course it could still be done if the roms were hacked so the crc was identical which some idiots have been doing recently.
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Kale
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Post by Kale »

Haze wrote:you'll probably also want to strictly enforce crc's so the wrong roms can't be used, otherwise I imagine it might be possible for someone to hack some roms to aid play, eg hack a quiz game to always highlight the right answer, of course it could still be done if the roms were hacked so the crc was identical which some idiots have been doing recently.
Luckly that a quiz game (japanese or english) is pretty unlikely to be selected for a tournament.

BTW:Barry can you add these things:
-no NVRAM load for playback/record usage(useful for beginners)
- a "fake" reset bit in .inp file (useful by some games,i.e cosmopzl,mmaze)

Just wondering...
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Chad
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Post by Chad »

the crc rom issue "might" not be a bad thing since in order to qualify it has to playback with the correct roms, so even if they hacked them to get a cheat going it wouldn't playback with out the cheaty roms.

I think barry has disabled nvram loading but the reset bit would be a cool thing for those still sort of nvram dependent games cosmopzl. Kale, if you already have patches just send them to barry. Might even just say "if (gamename=="cosmopzl" || gamename=="...") callReset()" in the playback and record code. so it happens always at the same time as the first thing done, of course it's easier coded then compiled.
-skito
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