mahlemiut wrote:MAME Plus (and thusly, WolfMAME Plus) ignores NVRAM when recording and playing back inps... issue solved.
Well, that would be my default when recording...but an option to save a snapshot and use the current nvram should be there for things like 5-man TGTS Robotron game....or a game (Joust I think is like this) where you must go into service mode to change the difficulty setting of the game to match TGTS. It also allows special cases like potentially Hyper Sports.
it would allow for special settings for some event/contest as well...for a particular game. It's not an option that maybe is used a lot..but it would be nice for it to be there.
IMHO it makes the "documentation" of the arcade games a tad more accurate as the arcade game wouldn't be reverted back to the default settings before each game.
Saving the snapshot of nvram in the inp to then use on playback also eliminates the playback issue for most games that caused MARP to stop allowing use of nvram to start with.
Think of this....if there was no playback issue with nvram, I'm guessing MARP would still be allowing use of nvram for games.
...given that...why not incorporate it into the replay file?..or at least have it as an option? if you use nvram when making a recording...that snapshot gets saved to the replay and used on playback. That is better than the current situation of nvram.
I could even add a feature where on launching a game that nvram snapshot from an inp is used for your "new" play so you have the exact same nvram to play with as they had. That goes beyond just playback there. It makes for some interesting possibilities for some games too where you could use someone else's nvram so at the end the high score table shows your name and your competitor's name below it. That would be sort of cool!...and potentially handy for a tournament type event like the Deca.
There is this thing called the console... but I guess that's something new for you Mac users.

Most of the stored info is printed out to the console. I haven't added this to the GUI as it would be awkward to implement, and most GUI users probably wouldn't care anyway.
No, it's not new...but when a game ends that console window closes before you have a chance to read anything in it! The CLI version should have an autopause on escaping back where you have to hit another key to quit the application. Maybe you have added that in recent wolfmame versions..if so that's great. It's been 7 months since I last launched any pc-mame in VPC on my mac. I think I had only watched 1 wolfmame replay...to co-verify it for TG.
I can see your next reply....just make a batch file to do that pause where you launch the .bat instead.
Yeah, that would work..but is that convenient for any user to do? I don't think so. Again most ideas I have are for the ease of use of mame for the gamers and for others to view/playback inps. Oh wait...only mac users like ease of use...right? ALL users regardless of platform want ease of use.
Not with Major Havoc, as far as I know... I seem to remember that it was using the GUI vs. commandline, and also using keyboard LEDs... why those affect it, I have no idea whatsoever - they shouldn't. MAME does weird shit like that.
Yeah, that's really weird stuff...and one of the reasons I always preferred using Macs...cuz it goes far beyond MAME.
Major Havoc has the sound playback issue cuz QT Quazar told me about it in the competition we had going back and forth topping each other's scores on that game.
He then got to try playing Major Havoc on his dad's mac one evening so he could watch my replays as well as try and play it some himself. He found as I already knew that recording and playback worked on the mac for Major Havoc while it didn't on his PC. The only way he could get even his own inps to playback was to record and playback with sound off.
...similar to centipede and millipede and at least 10-15 other games that were posted about in the MARP forums with this issue. I tried them all in macmame using sound and had no issues with any of them.
Potentially? There's not a lot that would run full speed at 400MHz as it is, let alone with other CPU using processes running.
hehe...good point...especially for most of the newer games added...which is why most of my play was with the golden era classics. I don't play any of those 3d-ish scrolling shooters cuz I have to use at least frameskip 6 or 8 for them to run at speed.
This is where the assembly optimizations in macmame really come in handy though. For some game CPUs it results in a factor of 5+ speedup versus if only the c-cores are used. Pacman slowed down by a factor of 6 when macmame 0.66 came out that had pacman only using the c-core. version 0.60 still had the assembly. This change was done cuz the dev felt macs were fast enough now where just using the c-core was good enough for that game CPU.
This especially applies to arcade games using 680x0 CPUs....easily adapted to run very well on Macs....but requires some assembly to do it.
I hope you've tested these on numerous Macs... just on yours alone is not enough to say for sure.
I'm not the only mac gamer to play games like Centipede and make recordings. Odds are any mac user would play with sound ON...and not even think of playback issues. A year ago when I was in contact with a few other mac users I did get a couple of them to test a few of my inps made with some finicky games that depend on sound settings. They had no issues playing them back.
There are quite a few macmame inps from other gamers here at MARP I had confirmed as well.
Sure, perhaps the research isn't enough to be 100% conclusive. However, that doesn't change the fact I have not seen 1 case yet.
For games like Centipede, it seems ALL pc users...regardless of the specific MAME build version or type(mame vs mame32 vs xmame vs mame+ vs wolfmame vs alphamame etc.) can't get playback to work centipede and other similar analog games unless -nosound is used.
So...logically I should have easily run into the issue given it's a 100% problem on PCs....meaning all PC users have that same issue. The issue is that the same gamer can't even get their own replay to playback unless they recorded and play the replay file back using -nosound. Is there 1 case where a pc user doesn't have that sound issue for centipede, millipede or major havoc..or the others mentioned in the forums? It seems to be an issue regardless of what CPU type PC you have and what OS you are using etc.
Why not just build using GCC as it is? Should work on any OS X version. And it's simple to compile X-MAME - edit makefile.unix to set up for your system, then type 'make -f makefile.unix' then grab a cup of tea while it compiles.
I might try a CLI version at first myself. My big plans though are mainly front end related. Mac users wouldn't likely use a CLI version if that is all I made. They would just use the current GUI build. There are tons of requests on the macmame forums for a new GUI.
Plus a CLI version isn't exactly "ease of use" for the users. Oh, let's go memorize a lot of arguments to use. Sure, it's trivial for many users....but I would think even intimidating for an average PC user nowdays that never used MSDOS or another CLI based OS as a primary OS.
Until I dive into all of this I have little clue what it will take to make a CLI version work. I would hope the frameworks are setup so it is pretty trivial...relatively. Some that are more experienced at programming than I am haven't been successful. That's not a good sign. I think most of the issues are video related.
X-Code has far superior frameworks to what the older dev tools had for use of gcc. Earlier versions if gcc for OS X had some limits and issues that have since been resolved with later versions. I have very little direct use of compilers in that form so I would need to learn all the ins and outs of make files etc. I have used IDEs which make making the makefiles pretty trivial cuz they make them for you.
Also FYI...the macmame dev still makes his releases using Codewarrior builds cuz it still generates faster code than Apple's dev tools/gcc or X-Code/gcc generates...although he reported that gap is closing with the latest gcc version with new libraries which now supports a lot of the CW-assembly and other CW constructs.
It could be the code base just needs a little more tweaking to have it perform as well from a gcc compile.