Valla, descomprimo el MAMEoX y luego lo meto al HD del Xbox ia FTP lueg mando las roms y ya? entonces que peks con estos datos?
es el archivo readme pero no se para que sean entonces.....
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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 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 and whatnot are stored
- ini : This is where ini files are stored
- Media
> Font.xpr : This should be taken from the SDK. The project currently
has no fonts (or graphics in general, see "Contributions")
- roms : This is where you should put all of your ROM files/directories
- backup : Directory where "deleted" ROMs are stored
- samples : This is where you should put all of your audio sample zips
default.xbe : The executable file
UPDATE: You shouldn't have to actually create any of the sub directories (except
roms and roms/backup) as of v0.5a. They will be automatically created when you
first run MAMEoX.
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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.
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Usage:
Available ROMs screen:
A - Play selected ROM
X + B - Move ROM to the "BACKUP" directory (this is to allow
the user to "permanently" remove a ROM from the listing,
without really deleting the file. Note that there is no
way, currently, of adding the file back to the list. You'd
have to manually move it back to the ROMs directory
Y - Hold to enter "Super Scroll" mode. In the upper left hand corner
of the screen, a letter (or #) will appear. Using the DPAD up and
down buttons, you can change the letter, skipping to the section of
the list starting with that letter.
Black - Search for ROM files, culling out clones
White - Search for ROM files, keeping clones
Left Analog Stick - Used to set the screen usage percentage for MAME rendering.
Moving the stick will resize the green background (which is
where the game screen will be rendered). This should be
sized such that a very small black border is revealed all
around the green. Failure to do this will cause clipping
(where the parts of the screen are not visibile) or suboptimal
usage (where there is a big black border around the game screen)
Pressing Left Trigger, Right Trigger, and the Black button
on Joypad 1 will jump to the dashboard.
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
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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.
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If this guide is not complete please report your problems. The intent
of this project is to make it easier for anybody w/ the right tools and
a little bit of coding experience to compile and run this port of MAME.