
AlphaMAME 0.69
Moderators: mahlemiut, seymour, QRS
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- MARP Seer
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- Joined: Sun May 19, 2002 9:06 am
Not available in the Linux version obviously, although an OpenGL build can disable filtering.Buttermaker wrote:-d3d -nofilterit does that fuzzy pixel thing that just makes it look awfull kind of like what -direct3d does
Also, I find that pixels appear uneven without filtering, as I'm often just running MAME in a window while watching it and mIRC or something else at the same time.

- Barry Rodewald
MARP Assistant Web Maintainer

MARP Assistant Web Maintainer

I like the fuzzy look of alpha69.It fills the screen space better than the sharp picture.Also you don't get that pop noise when a game boots up.
Tunnel Hunt (Atari Original) [David Haywood]
this is now the parent, old set is tunhuntc
src\drivers\tunhunt.c
Can someone correct this entry
A change is needed to make the existing scores tunhuntc.

this is now the parent, old set is tunhuntc
src\drivers\tunhunt.c
Can someone correct this entry

A change is needed to make the existing scores tunhuntc.
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- MARP Seer
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- Joined: Sun May 19, 2002 9:06 am
http://marp.retrogames.com/exe/alphamame-069a-1.zip
Uses the updated 0.69 source released by Haze earlier.
There appears to be some issues with some games. Taito SJ, Arkanoid, Hard Drivin'/STUN Runner, and all Neo Geo games may not playback correctly (if they work at all). Make absolutely sure that INPs recorded with this version playback correctly before uploading them. But you should be doing that anyway, right?
Uses the updated 0.69 source released by Haze earlier.
There appears to be some issues with some games. Taito SJ, Arkanoid, Hard Drivin'/STUN Runner, and all Neo Geo games may not playback correctly (if they work at all). Make absolutely sure that INPs recorded with this version playback correctly before uploading them. But you should be doing that anyway, right?

- Barry Rodewald
MARP Assistant Web Maintainer

MARP Assistant Web Maintainer

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- MARP Seer
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- Joined: Sun May 19, 2002 9:06 am
In .69 you need -d3d -d3dfilter 0 for a sharp and stretched picture.
Last edited by Buttermaker on Sat Jul 12, 2003 10:24 am, edited 1 time in total.
- Mr. Kelly R. Flewin
- MARP Knight
- Posts: 317
- Joined: Thu Jul 18, 2002 4:59 am
- Location: Somewhere over the Rainbow
I KNEW IT! Barry is really STAN LEE! ....
alright... in all seriousness.. I'm kinda curious..
What do you have to do to incorporate these updates into a Mame32 version... or do you have to literally await a release by John IV?
Or is this one of those "limited space" issues?
I'm not complaining... just merely curious... I mean if I had any luck at compiling [which I am 0 for 34 atm] ^^;;
Kelly
Just a gaming junkie looking for his next High Score fix.
A GUI version could probably be done, I don't think there'd be any issues with it working. But do note that I am not able to add new options and so on to the GUI, as I can't easily edit the resources (VC5 won't open them), leaving only hand editing. The other ports may have problems with core changes.
I'd still rather stick with just the one version for the source updates if they are going to appear this often.
I'd still rather stick with just the one version for the source updates if they are going to appear this often.
- Barry Rodewald
MARP Assistant Web Maintainer

MARP Assistant Web Maintainer

Well...
Code: Select all
segasyse.c
Changing line 596 to
PORT_ANALOG( 0xff, 0x00, IPT_PEDAL | IPF_PLAYER1, 20, 10, 0, 0xff)
makes Hang-On Jr. more playable.
namcos2.c
Changing lines 1150-1233-1263-1334 from:
PORT_ANALOG( 0xff, 0x7f, IPT_DIAL|IPF_PLAYER1, 70, 50, 0x00, 0xff )
to:
PORT_ANALOG( 0xff, 0x7f, AD_STICK_X|IPF_PLAYER1, 70, 50, 0x00, 0xff )
Fix the dead-zone in the driving games of the Namco System 2 driver(Final Lap,
Suzuka 8 Hours,Lucky & Wild)...
- Mr. Kelly R. Flewin
- MARP Knight
- Posts: 317
- Joined: Thu Jul 18, 2002 4:59 am
- Location: Somewhere over the Rainbow
Too cool... um but... I got a question. I actually decided to give compiling a shot one more time, after the tutorial on mametesters.. and after patching [that was a pain to find] to u3, I hit compile and prayed... and it actually.. COMPILED PROPERLY!........... With one catch... my Binary is now 17.2 megs... yours is all of 4.3 or so.... how the f*ck does that work? Could you give some advice on how to decrease the size?
Kelly
[and seriously, if this works, I'd be more then happy to attempt to aid in making win32 Alphamame's on your behalf and just send the finished product to you for review, so you could focus on the Linux and Dos vers... I understand this is a longshot... but I want to be able to help out somehow and am eager to learn]
Just a gaming junkie looking for his next High Score fix.