Mameox v.0.76.1b

Bueno, me he bajado esta version del mame y me gustaria a ver si alguien ya la ha probado o si es que no es nueva y lleva ya tiempo por ahi que no lo se.... yo la he conseguido ahora.

El caso es que el readme esta en inglés y no me entero de nada y creo que dice que hay que hacer algo para que te funcione en xbox. Esto no lo se porque yo lo he conseguido de una pag. de xbox.
El readme es tal que asi:

Installation:


X) This step is currently unnecessary, as the source distribution includes the
latest supported MAME core.

XX Unzip MAME 0.67 (or later, this document was written at the time of 0.67)
XX into the MAME directory.


1) Unzip ZLIB to the ZLIB directory. You only need the following files:
adler32.c
compress.c
crc32.c
deflate.c
deflate.h
gzio.c
infblock.c
infblock.h
infcodes.c
infcodes.h
inffast.c
inffast.h
inffixed.h
inflate.c
inftrees.c
inftrees.h
infutil.c
infutil.h
maketree.c
trees.c
trees.h
uncompr.c
zconf.h
zlib.h
zutil.c
zutil.h

(Also the project files, and any license text files)

X) This step is currently unnecessary, as the source distribution includes the
latest supported MAME core, pre patched w/ Sectionize.pl


Run the Sectionize.pl script to break the various ROMs into XBE sections
(this is done to reduce runtime memory requirements)

2) Open the MAMEoX.sln (Visual Studio.NET 2003) or MAMEoX.NET2002.sln
(Visual Studio .NET 2002) file and build the solution for Release mode
(or Debug mode if you're doing actual development).

This can be done via the following steps:
a) Build menu -> Configuration Manager...
Change the "Active Solution Configuration" field to "Release"
Click "Close"
b) Build menu -> Build solution

Note: You may have to change the include/link paths, depending on where
you placed MAME and the SDK files. This can be done via the "properties"
submenu of the MAMEoX (and possibly the MAME) project.

Note: You may also have to patch the resulting XBE file if your
set does not execute debug files.


3) Create a directory for the program on your box. The directory must match
the following structure:

-
- general : This is where cfg files, cheat file, and other general files
are stored
- Media
XX Font.xpr : This should be taken from the SDK. The project currently
has no fonts (or graphics in general, see "Contributions")
NOTE: Font.xpr is no longer required as of 0.70.1b
> All of the resource files from the MAMEoX\Media directory in the source
package, including help.txt and Resource.xpr (created during the build
process)
- roms : This is where you should put all of your ROM files/directories.
NOTE: There is currently a speed hack that _requires_ all ROMs
to be zipped! Unzipped files will not be read at all!
- backup : Directory where "deleted" ROMs are stored
- samples : This is where you should put all of your audio sample zips
- hdimages : This is where you should place your CHD hard disk image
directories
default.xbe : The executable file

UPDATE: You shouldn't have to actually create any of the sub directories (except
roms, roms/backup, and other directories with data you provide (hdimages, audio
samples, etc...)) as of v0.5a. They will be automatically created when you
first run MAMEoX.

NOTE: Starting w/ version 0.63b, there are _two_ XBE files that must be
copied over, default.xbe and MAMEoX.xbe. Failure to copy both files will
result in error messages.

NOTE: Starting with version 0.64b, if you are playing MAMEoX off of a CD/DVD,
most of these directories will be created on the U:, which is probably
mapped from E:\UDATA\4d414d45 (MAME in hex)

NOTE: Starting with version 0.65b the INI file will only be read from
e:\UDATA\4d414d45. Any INI directory on the D: will be ignored. The
INI can be modified from within MAME by pressing B + Y on the ROMList
screen. (As of 0.66b there are still some things that can't be changed
from within the program, such as filenames and directory paths. This
will change in the near future)

!!!IMPORTANT!!!
DO NOT RENAME OR MOVE EITHER OF THE XBE FILES! MAMEoX (as, I believe,
any XBOX executable) is _very_ picky about where its files are and
what they are named. Renaming or moving either file will cause MAMEoX
to fail!

---------------------------------------------------------------------------
Compilation Errors:


NOTE: If you use the SourceForge distribution you shouldn't get any compiler
errors. If you do, please submit them as a bug.

Chances are good that you'll see some compile errors:
a) png_get_info is defined multiple times: You can safely #ifdef this
function out of the MAME source, it is not called.
b) Internal compiler errors
i) You may see errors on switch( offset<<1 ) statements. To fix this,
you'll have to rewrite the switch statement as "switch( offset )"
and divide all of the case values by two. Hopefully this will be
fixed in future versions of MAME, as switching on offset<<1 has
no practical value.
ii) I've seen at least one error in the x86 cpu code where the compiler
choked trying to build up a value via bitwise or's (|) and pass it
immediately to a function/macro. To fix this, I delcared a temporary
variable, assigned to the value that had to be passed to the function,
then passed the temp var to the function. Unlike (4.b.i), there's no
reason not to build up a variable while passing it to a function, and
it's such a common operation that it's somewhat surprising to see an
error here. Therefore the kludge has not been reported, and may or may
not have to be reimplemented in the future, depending on where and
when the compiler feels like barfing.
iii) Other internal errors: Try reordering header files :) If this does
not fix your problem, feel free to post a bug, and it will be looked
into.

c) Normal compiler errors:
i) I've encountered some compiler errors where driver writers have not
produced fully ANSI compliant code. For the most part, these are simple
cases where a variable is declared after the first non-declaration
statement. They may be fixed (with some care) by moving the declaration
to the top of the function.

ex:
int blah;
blah = 1;
int foo; <= Compiler error

int foo; <= Move it before the first non-declaration
int blah;
blah = 1;
ii) Symbol redefinitions in multi32.c: Several global variables are
defined in both multi32.c and system32.c (drivers). They can be
fixed (probably, I've not tested any ROMs that use these files)
by making the declarations in multi32.c "extern"

extern data16_t *system32_mixerregs_monitor_a; // mixer registers
extern data16_t *sys32_tilebank_external;
extern data16_t* sys32_displayenable;
extern int system32_temp_kludge;
extern data16_t *sys32_spriteram16;
extern data16_t *sys32_txtilemap_ram;
extern data16_t *sys32_ramtile_ram;
extern data16_t *scrambled_paletteram16;
extern int system32_palMask;
extern int system32_mixerShift;
extern int system32_use_default_eeprom;

d) Crashes:
i) There's a known (and reported) 0.67 crash bug in tilemap.c in the
tilemap_dispose function. This bug will cause the system to crash
if it runs out of memory when creating the graphical tilemaps. To fix
it, replace the while loop and the following line with:

while( prev && prev->next != tilemap ) prev = prev->next;
if( prev ) prev->next = tilemap->next;

This ensures that the system will not mind if a tilemap is freed that
has not been added to the linked list.

e) Missing files:
i) If your XDK is installed to a directory other than default (and
sometimes even if it's in the default) you may see build errors
about missing files: xbutil.cpp, xbfont.cpp, xbresource.cpp
If this happens, delete these files from the MAMEoX and MAMEoXLauncher
projects, then re-add them from the correct directory



---------------------------------------------------------------------------
Usage:

Available ROMs screen:
X - Show Help file (the readme.txt isn't kept up to date, except
for this one key :))



MAME input mappings:
As of version 0.5a, there is no INI file to reconfigure the keypad mappings.
Reconfiguration can be done via editing the osd_customize_inputport_defaults
function in xbox_JoystickMouse.c.


All UI config utilizes the "back" (coin 1) button, as this is (hopefully)
the least disruptive during normal play.
"Cancel" : Joypad 1, BACK and START
"Toggle Crosshair" : Joypad 1, BACK and Left Analog button
"UI Configure" : Joypad 1, BACK and White button
"Pause" : Joypad 1, BACK and Black button
"On screen display" : Joypad 1, BACK and Right Analog Button
"Reset ROM" : Joypad 1, BACK, Left Trigger, and Right Trigger
"Load State" : Joypad 1, BACK, Right Analog button, and Left trigger
"Save State" : Joypad 1, BACK, Right Analog button, and Right trigger

Player Controls
Button 1 - A
Button 2 - X
Button 3 - B
Button 4 - Y
Button 5 - Left Trigger
Button 6 - Right Trigger
Button 7 - Left Analog button
Button 8 - Right Analog button
Button 9 - White
Button 10 - Black
Enter Coin - Back
Start - Start


Enabling cheats:
1) Edit your INI file and set the CheatsEnabled field to 1.
(Version 0.64b (CVS) has an INI editor built in, so this
will become easier in the future)
UPDATE: With the release of 0.64b it is now easier to enable
cheats by pressing B + Y in the ROMList screen and
pressing right or left on the dpad on the appropriate
option.

2) Copy your cheat.dat file to the GENERAL directory

Cheats in general are now enabled, you can enable/disable
specific cheats through the in game MAME menu (back+white).


---------------------------------------------------------------------------
Contributions:

- The project is currently in need of some decent artwork for the splash
screen and initial UI. Feel free to contribute files, you won't be paid,
but you'll at least get your name on the thing :) More information
can be found on the project website. Be sure not to send any copyrighted
material (unless you own the copyright and are willing to allow us to use
the image(s))

- Any reports of bugs, crashes, etc... that you can file would be great.
Just be sure never to send any copyrighted materials (ROMs, compiled
XBE images). The more detailed the report, the better. Bugs will most
likely be handled in the order of legibility, reproducibility, and general
"niceness" of the report. That is to say, if you report "ROM x doesn't
wurk u fag, u suk", the report will likely be sent to the circular file.
However, if you don't have the technical background to give a really
detailed report, just saying "ROM x crashed my machine when booting" or
"ROM x crashed my machine on level 3" w/out any flames is enough. If you
can, please try to reproduce the problem and be sure to mention whether
or not you can consistently reproduce it.


---------------------------------------------------------------------------

Si alguno se ha enterado mejor que yo de como va esto o que simplemente hay que meterlo en la x y ya esta y pasar de lo que dice aqui.... a ver si me lo aclara.

Por cierto hay que crear un directorio que se llame roms como en los demas emus???.

Muchas Gracias.
Yo no se mucho ingles pero siempre que hasen un mame nuevo es que cargan mas roms yo tenia el 71 y lo que ise es lo sobre escribi en el 71 que tenia en la XBOX y todo finciono bien.
EL problema que tengo yo ahora es que al iniciar este emulador me dice que se encontro una version nueva o algo asi y se pone la pantalla en negro con Loading please wait..... y asi se queda. He esperado a ver si cargaba algo pero nada, lo menos estuvo asi 5 minutos hasta que lo apague.

Crees que si pongo una version antigüa y cojo el default.xbe de esta nueva me tirara bien? es lo que hiciste tu no?.

Gracias.
No yo lo sobre escribi y le di a insertcoin (BACK) y se actualiso todo.
Grassroots,a mi me pasa lo mismo,no me pasa de hay(aunque antes me funcionaba)lo he instalado de 0 unas cuantas veces y nada.No doy con la solucion.Probare de poner una antigua.
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