gregf |
Ramtek's Trivia promoter
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Reged: 09/21/03
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Posts: 8612
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Loc: southern CA, US
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Re: .147u1 and Pong - WinXP and MAME 32 bit
10/15/12 12:38 AM
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>I use Windows 7 pro 64-bit OS. >I've made a 32 and 64 build, they both play pong/pongf fine and both builds look the >same.
Thanks for checking both build versions with that operating system. I haven't found anything yet that stands out as to why it isn't working in Win XP - 32 bit build mode.
-- For pong, I'm using the pong artwork that was meant for misfitmame, it works fine with that. pongf has no artwork and so fills the screen.
Issues... (could be correct behaviour?)
The bat (under keyboard control) moves so slowly you have no chance of hitting the ball unless it is coming almost straight at you.
In pongf, when the ball hits the sides or bottom, the screen jumps vertically.
When the ball hits an edge, there is a momentary but noticeable speck of light in a random part of the screen.
The right side of the field is much larger than the left, its like it is stretched out. It isn't my monitor.
It is possible to get the ball to move horizontally, and trap it between both bats, and the game is never-ending. --
That's a list that deserves to be added in the pong.c source file imo.
Have it look in a manner similar to stephh's notes since it can be used as a check list to see what remains as actual Pong hardware bugs while any that are emulation bugs eventually be removed over time in case any are fixed.
-- http://mamedev.org/source/src/mame/drivers/jack.c.html
Stephh's Notes: 'unclepoo' SYSTEM bit 7 is sort of "freeze", but it doesn't seem to have any effect when playing (only during boot up sequence - unsure about attract mode) --
btw: It is interesting that the field sizes are different after the last update from August.
-- 2012-08-20 Updated netlist implementation: couriers 5 -1110/+2021
http://git.redump.net/mame/commit/?id=f9624af51ba3835fff890cc2815cae3bfd94f768
Updated netlist implementation: - Now supports any resolution fitting reasonably into a UINT64 - Execution now uses a list sorted by execution time - Implementation now supports analog and digital inputs / outputs - First step in a move to "terminals" being both input / output - Improved object model
Pong: - Rewrote video code, now emulates a monitor by analyzing the analog video signal and identifying vsync and hysnc pulses. - Removed all hacks.
Overall performance increase of about 10% over the previous "pongf" implementation. --
Edited by gregf (10/16/12 08:44 PM)
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