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Posted: Mon Mar 10, 2003 1:58 am
by mahlemiut
I'm pretty sure XMAME already has MacOS X support in it.

And I'm also sure that BBH would love to see some of those optimisations in DOS MAME too. :D

Posted: Mon Mar 10, 2003 6:18 am
by LN2
mahlemiut wrote:I'm pretty sure XMAME already has MacOS X support in it.
yes, I had said it "supports" it in that it runs within X-windows for OS X...however it's 5-10 times slower than macmame cuz it lacks the assembly optimizations for the game CPUs...also not sure video acceleration is supported by current implementation of X-windows for X which might be a big part of the problem.

Posted: Mon Mar 10, 2003 6:29 am
by mahlemiut
Ok, you just made it sound like it a separate build from the official XMAME.

Seems pretty pathetic that there is no X11 video acceleration. Makes you think that Apple doesn't really want anyone using it... :)

Posted: Mon Mar 10, 2003 8:36 am
by LN2
mahlemiut wrote:Seems pretty pathetic that there is no X11 video acceleration. Makes you think that Apple doesn't really want anyone using it... :)
Well, their next version of X-windows claims to have added basic 2d video acceleration. I haven't seen any xmame test in this to see if performance improved though.

I guess I'll have to try this myself...got to install x-windows etc. ...think the binary of this direct port was released....will have to check.

Are inp files between xmame and mame/dmame/mame32 compatible for most games?

ie. pacman? I ask for something simple in case xmame performance still isn't so great...I can still test with that game that has little cpu requirement.

I ask cuz I just want/need a nice inp sample to work with that is known to work fine in both of those...to then see if ok in that direct xmame port to mac.

Posted: Mon Mar 10, 2003 6:05 pm
by mahlemiut
The main difference would be the 68000 core again, DOS and Windows versions use the ASM version, which quite obviously can't be used on a Mac. But there is no reason why a DOS or Windows version couldn't use the C core. So yes, they should be compatible with a version compiled with that C 68000 core. Of course, this would only affect games that use a 68000 CPU, so this won't matter for Pacman.