mahlemiut wrote:Yes, MacMAME inps have no header, but I'm pretty sure MAME will just ignore that anyway. Otherwise, it would tilt immediately, as frames are 40 bytes long (the header is 32 bytes). Analogue ports are obviously the issue, and they are handled seperately, and are only there when the game requests them (ie: not in every single frame).
Well, I just know the differences go far beyond the header and aren't consistent from 1 game CPU to the next.
Even for patterned games like regular pacman, the macmame inp won't playback correctly in pc-mame. It does the right pacman controller moves but not in sync which leads to the monsters moving differently where the out of sync quickly leads to death.
...yet for other games like Super Pacman, the inp is cross-platform compatible.
I know the emulation of pacman isn't an issue cuz when I visited a friend with a PC I ran my macmame 9th key pattern on his mame32 in WinXP and it worked perfectly fine. It works on an arcade game also....so the emulation is fine...just something in the inp is different.
I am guessing it's the assembly code optimizations to many of the CPUs that results in these types of inp issues....where for some emulated game CPUs it's fine...yet for others it isn't.
Without getting really familiar with the pc-mame code and macmame code would be hard to see. There are a couple now that are sort of looking at making a separate macmame build. A couple have a 0.62 core running by taking the MacMESS code for OS X and using the mame code with it instead. It seems to properly build 0.62...but can't build 0.63.
This separate code is for Project Builder in OS X...free development tools that use gcc for compiling. The main release of macmame has tons of PPC assembly added and built as a Codewarrior Project...not able to be built in Project Builder easily....would require porting all that assembly cuz Codewarrior Pro's syntax and some assembly functions are different than what gcc compiler wants.
I'm not very familiar with assembly.
Given some have gotten that combo of macmess with mame 0.62 core to build though I might try that myself...then could at least dive into and see what is going on with the inp saved files. It could turn out to be some very small changes to the code would fix the inp platform issue for many games. Adding the proper header would be very easy.