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[Maemo 5] MAME [WIP] (Formerly SDLMAME)
Alright, there are random threads cropping up and being resurrected to inquire about MAME on Maemo 5. I have been using the Emulators thread for discussion and wasn't going to create a Talk thread about it until it is ready for general users, but it's better at least keep the conversation in one place. Besides being a place to bring together the SDLMAME discussion, this is a also a call to arms. Work is killing me and MAME will progress a lot faster if i can get some help. I need two things from you.
Community Involvement First, a warning: SDLMAME is not ready for general users. That's why it's only in Extras-devel. It can and will crash and/or lock up your N900, requiring a reboot. It could do worse. In short, it is a Work In Progress. 1: Bug reports If you are going to just go ahead and install it anyway, which a surprising number of people seem to be doing, then you are recruiting yourselves as alpha testers. I will keep a list of known issues here. These issues will most likely become known because somebody experiences them and reports them, and that's the most likely way they will get fixed. I can't fix a problem i don't know exists, and i simply don't have time to So, if SDLMAME crashes or doesn't work with a specific ROM, please give a detailed report here. If something seems to be broken or poorly working, please report it. 2: ROM status maintainers There are some real hardcore MAME junkies here. Your task, should you choose to accept it, is to help maintain the ROM Status wiki. It should be an alphabetically-ordered list, divided into sections (Playable, Problematic, and Broken) and ideally contain information such as % speed performance. Also mark the Broken and Problematic ROMs with a "Confirmed" if you verify an existing report, so we can be sure it's not just one particular person's setup that's the problem. This will give me a better idea which machines are in need of help and it will give users an idea what is possible with MAME on the N900. Currently i have a basic list in the second post, but i'm not going to update that without help. 3: Custom Configurations Because there are so many ROMs with different control schemes, some are not going to work well with the defaults. It would be especially useful if some power users could try fiddling with the controls (.cfg files) and main mame.ini file to find the best settings. All of the configuration files are in /home/user/.mame/ and its subdirectories. (That's just a "cd .mame" from the default x terminal prompt.) Here's a guide to the mame.ini settings. Status Version Package page Old package page The current version is 0.138u1. The name was changed in version 0.137because SDLMAME was merged into the main MAME project. Directories Configuration base: /home/user/.mame/ Guide to mame.ini settings. ROM base: /home/user/roms; /home/user/MyDocs/roms; /media/mmc1/roms (i.e. ./roms, ./MyDocs/roms (N900/roms from mass storage), and microSD card) Controls Besides the arrow keys and the keys on the lower left as various player 1 buttons, the 'q' key ('1' in Fn-land) is both the player 1 coin and player 1 start key. This seems to work ok in the games i've tried--you just press it twice to get going. I suggest trying the accelemymote accelerometer-to-joystick driver. That utility can really add a new dimension to a lot of ROMs. Known issues
As you can see, there's a lot to do before this is ready for general release. Please be patient and consider helping out as requested. Plans and goals for SDLMAME on Maemo Originally posted here. I'll make a few follow-up comments for context and expectation management. I will probably wax philosophical. :) Philosophy of the SDLMAME Maemo port The advantage of using the latest release of SDLMAME instead of an old MAME branch project like most mobile device port maintainers do is that all the improvements of the main upstream source go directly into the port for "free". In this case, there's an added bonus in that the SDLMAME maintainer has an interest in arm support for his own devices (which is why this port is possible right now). My intent is to just be a maintainer of the port, not a MAME developer. I don't have time to get fully into the MAME codebase, so this is a way to contribute to MAME and Maemo and possibly my own uses without a huge investment. Similar to my reasons for using a modern MAME upstream source are my reasons for picking MAME itself. The good thing and bad thing about MAME is that it's a very thorough emulator. It's good because it means that if it emulates on any system it runs on, it should work on all of them. It's bad because it means there is more overhead than there would be if it had all kinds of speed hacks. It's basically the stability and versatility vs. performance tradeoff common in the tech world. The N900 is a powerful enough system to run the ROM drivers i'm interested in seeing emulated without resorting to cheap hacks and custom projects, and future Maemo devices will only get better. Making a port that tracks the improvements in MAME and doesn't introduce hard-to-maintain device-specific changes will be a more useful contribution in the long run. Expectations for SDLMAME on Maemo All of that was basically an elaborate excuse to justify the minimal amount of changes to the upstream source i plan on making for this port. Besides the initial optified packaging that is done, getting the UI, config and keymaps into useful condition and any optimizations necessary to get reasonable performance on the old ROMs are the only other changes i plan on making. And as for compatbility, if it is a pre-1990 ROM and works well in MAME on the PC, it should work well in this port when completed. That's my target. |
Re: [Maemo 5] SDLMAME (WIP)
Playable ROMS
See the wiki page for more details and to report your own results. I will keep here a "best of" playable list for now, and leave the majority of the list and reporting to the wiki. |
Re: [Maemo 5] SDLMAME (WIP)
is this the kind of thing your after
all are tested with auto frame skip selected After burner - working / very slow - 29% speed After burner 2 - working / very slow - 27% speed Arkanoid - working / good - 99% speed (slight crackle on sound) Cabal - working / good - 95% speed (some crackle on sound) Chase hq - working / jerky - 42% speed (some sound crackle) Commando - working / good - 75% speed (some sound crackle) Drangon buster - working / good - 99% speed Double dragon - working / slow - 44% speed (some crackle on sound) Gauntlet - working / slow 65% speed (some crackle on sound) Ghosts n goblins - working / good 100% speed (the odd time it jumps to 142% speed for a second) Ghouls n ghosts - working / jerky - 77% speed (some sound crackle) Hard drivin - not working and locks up phone Hyper sports - working / good - 99% speed (desperate for run like hell cheat on this) Nemesis - working / jerky 70% speed (some sound crackle) Outrun - working / very slow - 16% speed (cannot configure keys stuck on mouse setting) Pacland - working / good - 99% speed Space harrier - working / slow - 41% speed Sky kid - working / good - 99% speed Spy hunter - working / jerky 42% speed (some sound crackle) Star wars arcade - working / jerky very slow - 26% speed (crackle on sound) Tekken - not working and crashes emulator Vs super mario bros - does not load Wec le mans - working / jerky - 48% speed (some sound crackle) Wonderboy - working / good 98% speed I thought i would post some of the popular sega games first although this is not a true reflection on the emulator most handheld devices with a newly built mame emulator struggle with these roms at first. It would be great to compare speeds on these roms with other n900 users. |
Re: [Maemo 5] SDLMAME (WIP)
Great! Some quick random parent games:
-Tetris Atari (1988) Playable -Crime Fighters Konami (1989) Playable -PacMan Namco (1980) Playable -Plotting Taito (1989) Playable -Asteroids Atari (1979) Playable -Carnival Sega (1980) Playable Flandry, what do you think about adding some ARM optimizations from MAME4all (e.g. Cylone and Dr80 CPU cores)? The source is available here: http://www.talfi.net/gp32_franxis/ |
Re: [Maemo 5] SDLMAME (WIP)
Quote:
Here are a couple relevant posts about optimizing MAME from the emulators thread. Quote:
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Re: [Maemo 5] SDLMAME (WIP)
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All tested with Autoframeskip, all parents: -Asteroids 1979 Playable 65% -Ladybug 1981 Playable 100% -Twin Cobra 1987 Playable 80% (crashes in Level 1) -Carnival 1980 Playable 100% (tested without samples) -Xevious 1982 Playable 60% -Pacman 1980 Playable 100% -Shinobi 1887 Playable 50% (sound issues) -Super Volleyball 1989 Not Playable 95% (crashes after start) -Silkworm 1988 Playable 90% -Atari Tetris 1988 Playable 90% -Crime Fighter 1989 Playable 75% -Plotting 1989 Playable 100% |
Re: [Maemo 5] SDLMAME (WIP)
I only tried 1 game so far:
1943: The Battle of Midway - 100% playable. |
Re: [Maemo 5] SDLMAME (WIP)
please remove duplicate mame .ini file. if not done already. also some info on which key inserts coin and does 1p start would help.
is yuv and drameskip now on by default? |
Re: [Maemo 5] SDLMAME (WIP)
Yes, yuy2 and autoframeskip are given as parameters in the sdlmame-start.sh script that the desktop file points to.
It must have been late when i put together that last upload. :p For the next upload i have migrated all the command-line parameters from the startup script to mame.ini and the startup script just specifies the inipath (/home/user/.sdlmame). I won't leave a backup copy of mame.ini in the /opt/sdlmame directory, just install it in the user config directory if it doesn't exist. The 'q' key ('1' in Fn-land) is both the player 1 coin and player 1 start key. This seems to work ok in the games i've tried--you just press it twice to get going. |
Re: [Maemo 5] SDLMAME (WIP)
Hi to all.
Is it possible to change the dip-switches of games? As it's quite difficult to play with the tiny keyboard, it would be great if we were able to change easily the settings of the game. In stock MAME, when pressing the ESC key, the GUI shows the possibility to change dip-switches when available. Thanks in advance. |
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