diff options
author | Aaron Giles <aaron@aarongiles.com> | 2007-12-18 03:13:07 +0000 |
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committer | Aaron Giles <aaron@aarongiles.com> | 2007-12-18 03:13:07 +0000 |
commit | 8a9ea25d7403de5d64ebc6265c00c971f632226f (patch) | |
tree | 30e45c45c990339400722d0abd9e22b340b63de0 | |
parent | 507ca2d27520118151a2556d96b9a15aac768876 (diff) |
Fixed bogus characters in newvideo.txt.
Fixed const changes in sidvoice.c.
Removed GAME_SUPPORTS_SAVE from namcond1 driver.
-rw-r--r-- | docs/newvideo.txt | 38 | ||||
-rw-r--r-- | src/emu/sound/sidvoice.c | 15 | ||||
-rw-r--r-- | src/mame/drivers/namcond1.c | 10 |
3 files changed, 28 insertions, 35 deletions
diff --git a/docs/newvideo.txt b/docs/newvideo.txt index b5a8a573e6b..ff61244d35a 100644 --- a/docs/newvideo.txt +++ b/docs/newvideo.txt @@ -6,17 +6,17 @@ how you should configure MAME with the new rendering system in place. The New Video Landscape -Since its inception 9 years ago, MAME’s video system has defaulted to +Since its inception 9 years ago, MAME's video system has defaulted to a mode where it tries to change resolutions on you. And since the first port of the core to Windows 5 years ago, it has defaulted to using your graphics card to stretch the video to that resolution. -I’m sure a lot of you out there have taken a lot of time to tweak the +I'm sure a lot of you out there have taken a lot of time to tweak the current set of video options to make them work the way you like. But every once in a while, you need to take a step back and re-evaluate the situation. The current video system has been in place for 5 years now without much substantial change. And with the recent rewrite, -you’re almost certainly going to want to rethink the way you have +you're almost certainly going to want to rethink the way you have things configured. At the highest level, there are really three different ways you can @@ -28,7 +28,7 @@ you can tweak with the settings to figure out what works best. Category 1: Bells and whistles. People who fall into this category would include anyone with a modern system and a decent video card (decent in this context means at least 16MB of VRAM and built in the -last 5 years or so — we’re not talking cutting edge here). Any decent +last 5 years or so — we're not talking cutting edge here). Any decent video card will be able to render the simple MAME graphics at pretty much any resolution without breaking a sweat. Configure your desktop to the video mode you want (preferably something high like 1024×768 @@ -37,7 +37,7 @@ fixed-mode LCD, in which case just match what your LCD panel is), and tell MAME to leave the resolution alone. In this day and age, there is little reason to switch resolutions at all, unless you fall into Category 3, below. In this mode, you will have full access -to artwork options, and you’ll get your artwork scaled to full +to artwork options, and you'll get your artwork scaled to full resolution and with full alpha blending effects. Vector games will look crisp, you can use decent fonts, and you can see a whole lot more of the world when using the graphics/tilemap viewer. This mode @@ -47,28 +47,28 @@ uses Direct3D, so you should configure yourself like this: The -noswitchres option tells MAME to just run at the current resolution. Although you can let MAME pick a resolution for you, it -doesn’t really make much sense in D3D mode, and in fact I may even +doesn't really make much sense in D3D mode, and in fact I may even remove that feature altogether. To avoid tearing artifacts, I recommend using the -triplebuffer option as well. Just make sure your -monitor’s refresh rate is higher than the game you are running. If +monitor's refresh rate is higher than the game you are running. If you dislike the blurry look of the graphics, you can specify the -nofilter option to disable bilinear filtering, though that will produce blocky artifacts. Alternatively, you can use the -prescale option which is described at the end of this article. -Category 2: Like the old days. I really didn’t even want to support +Category 2: Like the old days. I really didn't even want to support this mode at all, but certain vocal MAMEdevs would have skinned me alive otherwise. People who fall into this category include those who have weak systems that worked fine with previous versions of MAME, -but who don’t run well with Direct3D rendering. (Note that just +but who don't run well with Direct3D rendering. (Note that just because Space Invaders runs unthrottled at 2000fps with DirectDraw -and 1000fps with Direct3D doesn’t mean that Direct3D is going to be -a serious issue when playing at a regular 60fps, so if you’re unsure, +and 1000fps with Direct3D doesn't mean that Direct3D is going to be +a serious issue when playing at a regular 60fps, so if you're unsure, give the Direct3D route a try for a while.) In this mode, MAME will -draw the game screen and artwork at the game’s resolution, just like +draw the game screen and artwork at the game's resolution, just like it did in MAME 0.106 and earlier; however, some artwork options, -such as -artcrop, won’t work as you might expect, and some alpha +such as -artcrop, won't work as you might expect, and some alpha blending artwork modes (specifically overlays) will operate with a performance penality. MAME will then use your video card to stretch the video to the proper aspect ratio. @@ -79,9 +79,9 @@ The -switchres is optional here. If your video card is really ancient and struggles expanding the screen to fit your desktop resolution, you might want to turn it on. Again, to avoid tearing artifacts, I recommend using the -triplebuffer option as well, but make sure your -monitor’s refresh rate is higher than the game you are running +monitor's refresh rate is higher than the game you are running (-switchres will do that for you if you use it). If your video card -produces blurry pixels which you don’t like, try the -prescale option +produces blurry pixels which you don't like, try the -prescale option described at the end of this article. @@ -90,7 +90,7 @@ generally built their own cabinets and set them up with a CRT display where they have several dozen carefully hand-tweaked video modes that approximate the original video modes the games ran at. They want MAME to pick that hand-tweaked mode and use it, drawing one pixel on the -screen for each pixel in the original game. They don’t give a whit +screen for each pixel in the original game. They don't give a whit about artwork or anything other than the raw pixels going to the right place. Fortunately, you can still configure MAME for this case as well: @@ -98,7 +98,7 @@ as well: -video ddraw -nohwstretch -switchres [-triplebuffer] Obviously in this case, the -switchres is required. You also want to -disable hardware stretching, otherwise you won’t get that “perfect” +disable hardware stretching, otherwise you won't get that "perfect" 1:1 pixel mapping. Triple buffering may or may not help. @@ -136,11 +136,11 @@ If you are running in Category 3 (-video ddraw -nohwstretch), then factor times the raw screen resolution, and then MAME will, in software, compose the screen graphics at the specified scale factor. This has all the advantages of the Category 2 case, except that since -there wasn’t any pixel blurring to begin with, there is no additional +there wasn't any pixel blurring to begin with, there is no additional crispness that comes about as a result. Finally, you may be wondering about effects (and yes, scanlines are -an “effect”). Effects are no longer hard-coded into the system. +an "effect"). Effects are no longer hard-coded into the system. Rather, you can provide a PNG file in the artwork directory that will be loaded and overlaid on top of screen bitmaps. See the description of -effect in windows.txt for more details. diff --git a/src/emu/sound/sidvoice.c b/src/emu/sound/sidvoice.c index 79568753758..a1ca3fddd72 100644 --- a/src/emu/sound/sidvoice.c +++ b/src/emu/sound/sidvoice.c @@ -9,10 +9,10 @@ static UINT8 triangleTable[4096]; static UINT8 sawtoothTable[4096]; static UINT8 squareTable[2*4096]; -static UINT8* waveform30; -static UINT8* waveform50; -static UINT8* waveform60; -static UINT8* waveform70; +static const UINT8* waveform30; +static const UINT8* waveform50; +static const UINT8* waveform60; +static const UINT8* waveform70; #if defined(LARGE_NOISE_TABLE) static UINT8 noiseTableMSB[1<<8]; static UINT8 noiseTableLSB[1L<<16]; @@ -750,13 +750,6 @@ void sidInitWaveformTables(SIDTYPE type) waveform70 = waveform70_6581; /* really audible? */ } - for ( i = 4096; i < 8192; i++ ) - { - waveform50[i] = 0; - waveform60[i] = 0; - waveform70[i] = 0; - } - if ( type==MOS8580 ) { sidModeNormalTable[3] = sidMode30; diff --git a/src/mame/drivers/namcond1.c b/src/mame/drivers/namcond1.c index 402e1674981..3526fc6b849 100644 --- a/src/mame/drivers/namcond1.c +++ b/src/mame/drivers/namcond1.c @@ -410,8 +410,8 @@ ROM_START( ncv2j ) ROM_LOAD( "ncs1voic.7c", 0x000000, 0x200000, CRC(ed05fd88) SHA1(ad88632c89a9946708fc6b4c9247e1bae9b2944b) ) ROM_END -GAME( 1995, ncv1, 0, namcond1, namcond1, namcond1, ROT90, "Namco", "Namco Classics Collection Vol.1", GAME_IMPERFECT_SOUND | GAME_IMPERFECT_GRAPHICS | GAME_SUPPORTS_SAVE ) -GAME( 1995, ncv1j, ncv1, namcond1, namcond1, namcond1, ROT90, "Namco", "Namco Classics Collection Vol.1 (Japan, v1.00)", GAME_IMPERFECT_SOUND | GAME_IMPERFECT_GRAPHICS | GAME_SUPPORTS_SAVE ) -GAME( 1995, ncv1j2, ncv1, namcond1, namcond1, namcond1, ROT90, "Namco", "Namco Classics Collection Vol.1 (Japan, v1.03)", GAME_IMPERFECT_SOUND | GAME_IMPERFECT_GRAPHICS | GAME_SUPPORTS_SAVE ) -GAME( 1996, ncv2, 0, namcond1, namcond1, namcond1, ROT90, "Namco", "Namco Classics Collection Vol.2", GAME_IMPERFECT_SOUND | GAME_IMPERFECT_GRAPHICS | GAME_UNEMULATED_PROTECTION | GAME_SUPPORTS_SAVE ) -GAME( 1996, ncv2j, ncv2, namcond1, namcond1, namcond1, ROT90, "Namco", "Namco Classics Collection Vol.2 (Japan)", GAME_IMPERFECT_SOUND | GAME_IMPERFECT_GRAPHICS | GAME_UNEMULATED_PROTECTION | GAME_SUPPORTS_SAVE ) +GAME( 1995, ncv1, 0, namcond1, namcond1, namcond1, ROT90, "Namco", "Namco Classics Collection Vol.1", GAME_IMPERFECT_SOUND | GAME_IMPERFECT_GRAPHICS ) +GAME( 1995, ncv1j, ncv1, namcond1, namcond1, namcond1, ROT90, "Namco", "Namco Classics Collection Vol.1 (Japan, v1.00)", GAME_IMPERFECT_SOUND | GAME_IMPERFECT_GRAPHICS ) +GAME( 1995, ncv1j2, ncv1, namcond1, namcond1, namcond1, ROT90, "Namco", "Namco Classics Collection Vol.1 (Japan, v1.03)", GAME_IMPERFECT_SOUND | GAME_IMPERFECT_GRAPHICS ) +GAME( 1996, ncv2, 0, namcond1, namcond1, namcond1, ROT90, "Namco", "Namco Classics Collection Vol.2", GAME_IMPERFECT_SOUND | GAME_IMPERFECT_GRAPHICS | GAME_UNEMULATED_PROTECTION ) +GAME( 1996, ncv2j, ncv2, namcond1, namcond1, namcond1, ROT90, "Namco", "Namco Classics Collection Vol.2 (Japan)", GAME_IMPERFECT_SOUND | GAME_IMPERFECT_GRAPHICS | GAME_UNEMULATED_PROTECTION ) |