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  4. MAME 0.250 was released * Official - https://mamedev.org/release.html * ARCADE64 - https://arcade.mameworld.info/ * For RPi - https://stickfreaks.com/mame/ Other * Classic99 v399.063 [T.I. 99/4a] - https://harmlesslion.com/software/classic99/ * Emulicious (2022-11-30) [Multi-system] - http://emulicious.net/news/ * bsnes nightly (2022-11-25) [SNES] - https://github.com/bsnes-emu/bsnes/releases * WinArcadia 29.32 [s2650-based] - https://amigan.yatho.com/ * 86box 3.11 [PC] - https://github.com/86Box/86Box/releases
  5. HBMAME and HBMAMEUI 0.245.9 32bit avaliable (Xp compatible). Download from: RETRODANUART GOOGLEDRIVE
  6. This is clearly one of the most interesting publications I have read in a long time. Thank you for sharing your thoughts with us. Dont give up !
  7. r0n1n

    Galaxy Game

    Sorry, I'm a bit late on this one but life forced me to focus on other things. I always thought that the game was two player only, even if the menu was a bit confusing... Thanks for adding it, it's a real pleasure to find a dev as reactive as you.
  8. Download this tool if you wanna play NeoRageX with the highest specs from your resolution computer. How to use? Put the dlls files with respective program 32-bits is the one inside of NeoRageX and add the .conf and the .exe tool. Run it and change resolution in the DirectX and turn off the dgVooddo Watermark. Apply and Ok. Run the emulator as normal. http://dege.freeweb.hu/ Works with any old videogame for example FIFA games with lower resolution.
  9. Earlier
  10. That's one reason why I'll never join up there - the established cliche can downvote you to oblivion, thus censoring alternate ideas. Of course the response from cuavas was just inventing a problem where none exists, giving the OP the totally wrong idea. And that is why you should never, ever go to reddit if you're not running standard mame. The authorities there have no clue, and just make up stuff to make derivatives look bad.
  11. Any time is good for throwing shit over MameUI. Of course, my reply to cuavas saying lightgun and mouse work perfectly at Mame, was removed because of bad karma
  12. WinArcadia 29.32 (Windows XP/Vista/7/8/8.1/10/11): 28 November 2022 AmiArcadia 29.32 (AmigaOS 3): 28 November 2022 AmiArcadia 29.31 (AmigaOS 4): 20 November 2022 AmiArcadia 29.31 (MorphOS): 20 November 2022 Super Bug Advance 1.3 (GBA): 11 September 2009 AmiArcadia and WinArcadia are multi-emulators/assemblers/disassemblers of these machines: * Emerson Arcadia 2001 console family (Bandai, Emerson, Grandstand, Intervision, Leisure-Vision, Leonardo, MPT-03, Ormatu, Palladium, Poppy, Robdajet, Tele-Fever, Tempest, Tryom, Tunix, etc.) (1982); * Interton VC 4000 console family (Acetronic, Cabel, Fountain, Hanimex, Interton, Prinztronic, Radofin, Rowtron, Soundic, Voltmace, Waddingtons, etc.) (c. 1978); * Elektor TV Games Computer (1979); * PIPBUG- and BINBUG-based machines (Electronics Australia 77up2 and 78up5, Signetics Adaptable Board Computer, Eurocard 2650, etc.) 1977-1978); * Signetics Instructor 50 trainer (1978); * Central Data 2650 computer (1977); * Astro Wars, Galaxia, Laser Battle and Lazarian coin-ops by Zaccaria (1979-1981); * Malzak 1 and 2 coin-ops by Kitronix (c. 1981); * Chaos 2 computer (1983); * Dolphin trainer (1977); * PHUNSY computer (c. 1980); * AY-3-8500/8550/8600-based Pong systems (Coleco Telstar Galaxy, Sheen TVG-201, etc.) (1976-1977); * Ravensburger Selbstbaucomputer aka 2650 Minimal Computer trainer (1984); * MIKIT 2650 trainer (1978); and * VTech Type-right machine (1985). Features include: ReAction GUI, load/save states, windowed and full- screen modes, CPU tracing, trainer, drag and drop support, graphics scaling, automatic load/save of configuration/game, keyboard/joystick/ gamepad/paddle/mouse/trackball/Vision-dapter support, autofire, turbo mode, gameplay recording/playback, sprite demultiplexing, help windows, source code, real-time debugger, frame skipping, redefinable keys, save screenshots (7 supported formats), REXX port, network play (IPv4 and IPv6), real-time monitor, locale support, game selection sidebar, text-to-speech, printer output, artefacting, support for ZIPped games, clipboard support, palette editor, tone retuning, high score management, force feedback, sprite editor, 3D, assembler, disassembler, CALM support, Scale2x/3x/4x and HQx filters, animation recording (5 supported formats), sound recording (8 supported formats), horizon dejittering, tape decks (4 supported formats), RetroAchievements support. The supported languages are currently English, Dutch, French, German, Greek, Italian, Polish, Russian and Spanish. Changes since V29.31: * Improved assembler. * Miscellaneous improvements and bug fixes. http://amigan.1emu.net/releases/ http://amigan.yatho.com/
  13. Ok, it's fixed for good this time apparently, sorry I had broken the region switch for this game and since I didn't play raine a lot lately I didn't notice, it happened because of mer-curious string changes in the main menu... ! But I should have noticed that anyway. I also fixed the hiscore.dat for soldamj But even in english, I am not sure I completely understand this game, my lines don't always disappear... oh well !!! This means adding the english romset is not necessary, just use the region switch in the main menu to switch to "sodam - america", and the texts turn to english.
  14. * HBMAME 0.245.9 [Arcade] - https://hbmame.1emulation.com/ * WinArcadia 29.31 [s2650-based] - https://amigan.yatho.com/ * RetroArch 1.13.0 [Front-end] - https://www.libretro.com/
  15. seems like it's not totally fixed. the first time after getting a high score, it appears correctly. however, after getting a high score a 2nd time the tiles are scrambled
  16. ok, it's fixed in git, but I'll try to add this english soldam rom tomorrow then ! (and so you tested soldam already and the speed hack applies without modification ? What a luck ! But I'll see that tomorrow, it's getting late !)
  17. Nope, I don't - there's another romset in english, I added that one to megasys1.c and compiled myself. there's 4 file differences, seen below, and also it uses DecodeStDragon(ROM); instead of DecodePlusAlpha(ROM); for loading. https://edgeemu.net/details-383707.htm & https://edgeemu.net/details-383708.htm There's actually a couple more missing megasys1 games that are in MAME: Jitsuryoku!! Pro Yakyuu (Japan), Big Striker, In Your Face (Prototype). https://github.com/mamedev/mame/blob/master/src/mame/jaleco/megasys1.cpp " I made some tests and found your disappeared layer" awesome! thank you very much. this is a pretty niche game, but there's a small core of devoted fans, because the gameplay is still really really good.
  18. Wow, this is some super old bug, from 2000 at least, I must confess I never played soldam (japenese game so...). You read japenese ? So this is some very old code from Antiriad, I made some tests and found your disappeared layer, it's because it's usually drawn as 16x16 sprites but for this screen specifically, it's drawn with 8x8 sprites, and this was unexpected, the 8x8 sprites are not available ! I'll need to read some more code to see how/if the 8x8 sprites can be generated, it's probably not too complicated, but it's some totally unknown territory here... ! Thanks for the nice things too by the way, and nice to see another arch user !
  19. first of all, let me say thank you Tux for making and updating such an incredible emulator. it's really special to me how Raine uses such a small amount of resources, both RAM and CPU, and I find this really impressive. in Jaleco Mega System 1, there's a problem in the game Soldam in the high score screen. The graphics are not drawn completely. I'm on archlinux and have tried opengl and sdl2 renderers, 32-bit and 64-bit builds, they all seem to have the same problem: On the left side is how the screen looks in Raine, on the right side is how it looks in other emulators. It seems like the tiles aren't being drawn to the screen for that area. This issue is easily reproducible: start a new single player game and choose hard difficulty, where you start with 2 million points. Top out immediately and you'll be taken to this high score input screen. I really prefer using Raine and I also love playing this game, so I hope that you can take a look at this issue. Thank you very much Tux!
  20. Robert

    Nonag

    Nonag is the colloquial name given to modifying the source to prevent the red or yellow screens telling you that the game doesn't work. Even though mame devs don't like it being done, it's completely legal to do. It can usually be done with a one-line patch to the source. In ARCADE64, it can be switched on/off with a few clicks. To set this up, click on Options, Default Game Options, Advanced. Find the slider "Seconds to run" and adjust it to exactly 1. Click OK. Now you can run any game without being "nagged". Of course, don't turn this on then start complaining that so-and-so game doesn't work. How does it work? MAME has a feature that suppresses the warning screens if you use the -str option to run a game for up to 300 seconds. This is checked in 2 places: line 419 in src/frontend/mame/ui/ui.cpp to see if the warnings should show or not, and line 987 of src/emu/video.cpp to see if the time is up and so terminate. All that's been changed (in video.cpp) is instead of checking for str != 0, we check for str > 1. So if you specify exactly 1, the game never ends. Another way to get rid of the warnings all the time (you can't turn it on/off) is to instead comment out the above-mentioned line 419 in ui.cpp . I think some other derivatives have more complicated arrangements, but as you can see it's a simple thing to do. HBMAME is 99% working games with no warnings, so there isn't really any point adding a nonag facility. The greatest benefit would probably be for standard MAME, because 66% of the machines are marked as not working, and in addition many more have the yellow screens.
  21. I guess this explains why MAMEUI is now finished. I had no idea all this shit was going on behind the scenes and its very sad to see to be honest.
  22. Thanks for the clarifications. Any lawyer knocked at your door to demand you? Nah, don't worry... Send that to github, so they return your arcade 249 source code...
  23. WinArcadia 29.31 (Windows XP/Vista/7/8/8.1/10/11): 20 November 2022 AmiArcadia 29.31 (AmigaOS 3): 20 November 2022 AmiArcadia 29.31 (AmigaOS 4): 20 November 2022 AmiArcadia 29.3 (MorphOS): 13 November 2022 Super Bug Advance 1.3 (GBA): 11 September 2009 AmiArcadia and WinArcadia are multi-emulators/assemblers/disassemblers of these machines: * Emerson Arcadia 2001 console family (Bandai, Emerson, Grandstand, Intervision, Leisure-Vision, Leonardo, MPT-03, Ormatu, Palladium, Poppy, Robdajet, Tele-Fever, Tempest, Tryom, Tunix, etc.) (1982); * Interton VC 4000 console family (Acetronic, Cabel, Fountain, Hanimex, Interton, Prinztronic, Radofin, Rowtron, Soundic, Voltmace, Waddingtons, etc.) (c. 1978); * Elektor TV Games Computer (1979); * PIPBUG- and BINBUG-based machines (Electronics Australia 77up2 and 78up5, Signetics Adaptable Board Computer, Eurocard 2650, etc.) 1977-1978); * Signetics Instructor 50 trainer (1978); * Central Data 2650 computer (1977); * Astro Wars, Galaxia, Laser Battle and Lazarian coin-ops by Zaccaria (1979-1981); * Malzak 1 and 2 coin-ops by Kitronix (c. 1981); * Chaos 2 computer (1983); * Dolphin trainer (1977); * PHUNSY computer (c. 1980); * AY-3-8500/8550/8600-based Pong systems (Coleco Telstar Galaxy, Sheen TVG-201, etc.) (1976-1977); * Ravensburger Selbstbaucomputer aka 2650 Minimal Computer trainer (1984); * MIKIT 2650 trainer (1978); and * VTech Type-right machine (1985). Features include: ReAction GUI, load/save states, windowed and full- screen modes, CPU tracing, trainer, drag and drop support, graphics scaling, automatic load/save of configuration/game, keyboard/joystick/ gamepad/paddle/mouse/trackball/Vision-dapter support, autofire, turbo mode, gameplay recording/playback, sprite demultiplexing, help windows, source code, real-time debugger, frame skipping, redefinable keys, save screenshots (7 supported formats), REXX port, network play (IPv4 and IPv6), real-time monitor, locale support, game selection sidebar, text-to-speech, printer output, artefacting, support for ZIPped games, clipboard support, palette editor, tone retuning, high score management, force feedback, sprite editor, 3D, assembler, disassembler, CALM support, Scale2x/3x/4x and HQx filters, animation recording (5 supported formats), sound recording (8 supported formats), horizon dejittering, tape decks (4 supported formats), RetroAchievements support. The supported languages are currently English, Dutch, French, German, Greek, Italian, Polish, Russian and Spanish. Changes since V29.3: * Miscellaneous improvements and bug fixes. http://amigan.1emu.net/releases/ http://amigan.yatho.com/
  24. Part 3: The License The primary license is the GPL 2.0 - the various legal aspects of this license are covered in many places including wikipedia, so I will limit myself to the interaction between it, MAMEdev, and creators of derivatives. Text of the license: https://www.gnu.org/licenses/old-licenses/gpl-2.0.en.html Compatibility with other licenses: https://www.gnu.org/licenses/license-list.en.html The main points of this license are: - Unlimited distribution of the binary (at any price); - The source of the released binary must be available and should accompany the binary if practical; - If the source is not with the binary it must be easily available for 3 years after the release date of the binary; - Nobody can place conditions upon what is done with the source - it will be freely able to be examined and modified without restriction; - it's a "viral" license - it covers all the code that is used in a binary, exclusively; - it forms a contract which will be legally binding in some countries; - it must accompany any distribution of the source and binary, so that the recipient knows what is expected of them; - the license should also be used for all derivatives, with the points above continuing to apply. Some licenses can cause incompatibility by accident. For example, the JSON license says the software should only be used for good, not evil. This is a restriction which is not allowed. Another more ridiculous case is if you took a copy of the license and called it John's License (you can do that). Now you have 2 licenses which are competing for exclusiveness, and so they are now incompatible. MAME has a number of third-party modules, each with its own license. In the 3rdparty folder is a readme which lists the licenses used by each module. Are they compatible? Mostly, yes. The rapidjson license includes the problematic JSON paragraph, however the associated code has been removed, thus rendering the JSON license ineffective. The Microsoft DirectX end-user agreement is problematic in many places, but the GPL allows parts of the operating system to pass by unscathed so it's not an issue. What does all this mean in the end? MAME software complies with the license, however statements by certain devs do not. - Attachment of a fraudulent copyright notice and then trying to control what's done with that code - all illegal; - Trying to stop nonag features being added - it's illegal to impose such a restriction; - Insisting that in-progress source code be available online - no, source code doesn't need to be available until the binary that uses it is released; - Complaining that comments breach the license - wrong, comments are not part of the binary, so cannot breach anything. Don't be fooled by what they say. Use of code from incompatible licenses. The old MAME license, and also the FBNeo license, contain a clause prohibiting commercial use and selling of the works. This is incompatible with the GPL. However, the copyright holders can give special permission to allow the incompatibilty to be overcome (as has been done by the FBNeo developers). Such code, if reused in MAME or derivatives will then become covered by the GPL 2.0 license, but still copyright to the original author. A comment containing the date and author's name must be attached. Other legal matters. What is a patent: https://www.uspto.gov/patents/basics/patent-process-overview MAME is not patented. The license only allows a patent that imposes no restriction of any kind. Like trademarks, patents only apply within the countries in which it has been registered. The area of patents is a minefield and there's always the chance that somebody will deliberately try to cause havoc. Be watchful of what's going on. Each country has its own rules regarding legality, licensing, and contractual arrangements. Some countries do not care at all, while some others slavishly follow all the American rules. You need to find out where your country or state stands.
  25. Part 2: The Trademark What is a trademark? Like copyright and licensing, trademarks are part of Intellectual Property (IP). The purpose is to associate a symbol, word, or phrase to a product in a customer's mind. For example, Nike shoes have a slash that looks a bit like a checkmark. When a customer sees that symbol, he will associate it with Nike shoes. By registering the symbol (the "mark"), it legally prevents anyone else from using it to mislead or misrepresent another product as a Nike shoe, and thus depriving the Nike company of revenue. https://www.uspto.gov/learning-and-resources/trademark-faqs#type-browse-faqs_191016 In America, trademarks are registered with the USPTO, but this only gives protection within America. You can then register with WIPO, a Swiss registry that will apply your trademark to another 128 countries. The remaining 66 countries will need to be dealt with one by one. The total expense will be considerable. These registries do not protect your trademark from abuse; they are just registries. It's up to the trademark holder to defend himself in court - the registration simply serves to remind the judge of who really owns it. In the early days, although MAME had a name, a logo, and an icon, none of this was protected. Despite the "no commercial" clause in the old license, the selling of MAME cabs complete with roms was rife in the industry. On 2005-01-11, a certain David R Foley, a seller of MAME-equipped cabs, tried to trademark the MAME logo. You can see this at https://uspto.report/TM/76627578 . After an outcry, this application was cancelled on 2005-03-14. This prompted Nicola Salmoria to trademark MAME to prevent others stealing it. He began proceedings on 2005-03-02 and was finally granted the trademark on 2006-08-01. Eventually he decided to leave the scene and the mark was transferred to Gregory Ember on 2016-09-20 (although the document didn't get produced until 2016-11-29). But what was actually trademarked? Have a look at https://uspto.report/TM/78578919 and do you see it? Just those 4 letters "MAME" in that font. That's it?? Yep, that's it. No logo, and no icon. If you look for other registrations of those 4 letters you'll find 3 more by other people, although their "mame" is for other things. So, despite mamedev.org stating that the logo is registered and requires permission to use it, it isn't registered at all. A search of WIPO revealed no record of any MAME trademark. It must be assumed that the protection only exists inside America. Take a look at https://www.mamedev.org/logo.html - they state "Although this logo does not appear in the official MAME trademark filing, it is still covered by and governed by the rules of the MAME trademark.". Wrong, if it isn't trademarked, then you have no control of it. Copyright remains with "chemical" - whoever he might be. What do we have then? The letters MAME are trademarked in the USA only. There's no other trademarks anywhere in the world. If you're an American citizen you need to apply to the trademark holder for permission to use the mark. But if you're anywhere else, do as you please.
  26. So, on to Part 1: About MAMEdev What is MAMEdev? A collection of developers of the MAME emulator. It isn't exactly known how and when the name came into being, but I'd estimate around the year 2000. At that time one person acted as a "coordinator", making the decisions and preparing the releases. The known people in this position were Nicola Salmoria, Mirko Buffoni, David Haywood, Aaron Giles, Angelo Salese, Miodrag Milanovic and finally Vasantha Crabb. What isn't MAMEdev? It isn't registered as a charity, a business or company anywhere that I could find. This means it is not a "legal entity", as such it doesn't exist in the legal sense. There's nothing wrong with that, but it means that it cannot be sued, it cannot sue anyone, it cannot send or receive C&D requests, and it cannot prepare legal documents or receive them. MAMEdev doesn't have a constitution, it has no address, it has no assets, it has no tax number, it doesn't have an annual meeting or prepare an annual report. Until 2016 it had no office bearers. What is a legal entity: https://www.diligent.com/insights/subsidiary-management/meaning-legal-entity/ Legal notices, C&D requests and lawsuits will need to be addressed to an individual who is a member of MAMEdev. Around 2015-2016 a number of changes occurred. These comprised: - merge of mess developers ("MESSdev") into MAMEdev; - merge of mess codebase into MAME's codebase; - transition from old mame license to GPL 2.0; - assign copyright holders to every piece of code; - elect a president and 5 "board" members; - change from SVN to GIT; - move private MAME repository to Github and make it public - this permits the use of Issues and Pull Requests; - each developer to choose a suitable license and agree to his code being transitioned to it; - any code that couldn't be assigned a license for whatever reason was stripped out. On 2016-05-24, Vasantha Crabb set up an election system with cornell.edu - each eligible member received a unique URL to permit voting. As such, Vasantha Crabb was both the returning officer and a candidate - a clear conflict of interest. I'm not suggesting he did anything wrong, but he shouldn't have been involved with the election process. On 2016-05-29 (5 days later), the election was closed and the results announced. You may view them at http://civs.cs.cornell.edu/cgi-bin/results.pl?id=E_e50bb608b05e915c Miodrag Milanovic ("Micko") became President and a board member, while Olivier Galibert ("OG", "Sarayan"), Vasantha Crabb ("cuavas"), "R.Belmont", and Gregory Ember ("Stiletto") became the other 4 board members. Almost immediately, Micko handed control of everything to the other 4, and disappeared. Stiletto plays almost no part in proceedings, while the other 3 are still active. Vasantha Crabb became release coordinator, probably because no other board member wanted the job. In the more than 6 years since, there has not been another election and it's certainly overdue. Now, while the idea of a "board" may have been seen as a good idea at the time, it made a 2-level structure of MAMEdev, where you have the bosses and the rest, and the bosses have more rights than the others. What was equal is no longer so. This has created numerous strains through the structure, and it needs to be reconsidered. Next, let's discuss the website https://mamedev.org - I believe it is "owned" by "OG". Our only interest is in the legal aspects. The front page says "Copyright (c) 2022 MAME", but who owns the copyright? MAME isn't a legal entity, so it must belong to whoever designed it. Who is that? https://www.mamedev.org/about.html - "Therefore, it is strongly against the authors' wishes..." is entirely irrelevant - wishes have no legality. https://www.mamedev.org/legal.html - "Copyright (C) 1997-2022 MAMEDev and contributors" - MAMEDev is not a legal entity and cannot hold copyright on anything. It also insinuates that a member of MAMEdev who has contributed nothing has some kind of control over other people's code. It would be better to just say "contributors". - There's a number of references to the MAME logo being trademarked, but that is not the case (more on that later). - Some of the common questions say commercial use is not allowed - that is false. The license specifically allows commercial use. - Some more questions attempt to put limitations of roms with mame, but the distribution of roms varies from country to country with their own laws, and mame cannot abrogate that. Further, it is against the license to impose conditions. - The entire page is unsigned, so it's not known who is responsible for the content. I very much doubt that a lawyer was consulted. Most of the information there is unenforceable.
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