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Author Topic: MAME v0.72 Release for 360 - Amiga Soon  (Read 1605 times)

kingdt

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MAME v0.72 Release for 360 - Amiga Soon
« Reply #45 on: June 06, 2011, 02:52:00 PM »

Couldn't find out anywhere that says how to add the screenshots to the menu. I'm taking a wild guess they go in the screenshots folder, but do they have to be png and what size?
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Vejita

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MAME v0.72 Release for 360 - Amiga Soon
« Reply #46 on: June 06, 2011, 03:34:00 PM »

lantus, thanks for the detailed answer, it explains a lot!
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kingdt

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MAME v0.72 Release for 360 - Amiga Soon
« Reply #47 on: February 02, 2020, 04:26:00 PM »

QUOTE(kingdt @ Jun 6 2011, 09:52 PM) *

Couldn't find out anywhere that says how to add the screenshots to the menu. I'm taking a wild guess they go in the screenshots folder, but do they have to be png and what size?

To answer my own question, they do go in the screenshots folder, they do need to be png files, and a resolution that works well is 500x286.
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leo5150

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MAME v0.72 Release for 360 - Amiga Soon
« Reply #48 on: June 06, 2011, 05:49:00 PM »

QUOTE(lantus @ Jun 6 2011, 04:09 PM) View Post

quite simply yes.  the mame codebase runs poorly on anything outside of an x86 CPU. There is no dynamic recompiler backend of anything outside of intel currently - and there are no plans to be as far as i know.

Without getting too technical both the PS3 and 360 CPUs handle in-order only execution. while x86 cpus handle out-of-order execution. What does this mean? Basically as code gets executed, the 360/PS3 cpus will stall over and over while it orders the instuctions in a in-order format that is required. On a PC, this does not happen. They (MS/Sony) provided in order only CPUS in their consoles to reduce costs/chip die size. To work around the performance implications of this they gave the xenon cpu 3 cores to work with.

Now, mame and every other emulator out there was developed on a PC. Running PC code on a PPC chip just wont perform well. Any dev who has made 360 homebrew from PC source will tell you the same thing. Why do you think there is no N64/Dreamcast/GC/Wii emulators out there yet?

On top of that, over the years the mame codebase has become slower. This is a fact. Even on a PC. Mame360 performs worse than Mame 0.72 because its a higher revision of the code. The mame devs have no concept of performance implications its purely about emulation accuracy. PGM roms run at 35fps on my mame 0.141 build, yet they run at 60fps in FBANext - and the driver/cpu code was taken from mame in the first place.

Now having said that, yes with optimizations/multithreading theres no reason why a 360/ps3 build couldnt run well. But now we have to deal with 1) spending weeks/months modifying the code, and the expectation to keep that same codebase up to date with mame revisions. It would become a nightmare. I personally dont want to deal with that.


hey lantus hows that patch coming along?
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Chron Johnson

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MAME v0.72 Release for 360 - Amiga Soon
« Reply #49 on: June 06, 2011, 11:52:00 PM »

QUOTE(DaBuisneZ @ Jun 2 2011, 09:10 AM) View Post

Seriously much appreciated. I know the scene isnt exactly on fire but with releases like this its only a matter of time. Thx again and plz keep the brew train coming....... You know a n64 emu would make you famous smile.gif

How many N64 emulators does he have to code for Microsoft consoles before he becomes famous?  I for one appreciate the vast history and success of lantus' XBox N64 emulation projects as well as their current incarnations that continue to this day.

In addition, I believe that "the scene" cannot catch fire, as the supply of exploitable X360 consoles will continue to dwindle.  The cries of hatred from those who can never enjoy unsigned code on their consoles will burn the ears of those who code for the JTAGged, and "the scene" will grow parched and burn as a scorched plain.
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kingdt

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MAME v0.72 Release for 360 - Amiga Soon
« Reply #50 on: February 03, 2020, 07:40:00 AM »

QUOTE(Chron Johnson @ Jun 7 2011, 06:52 AM) *
In addition, I believe that "the scene" cannot catch fire, as the supply of exploitable X360 consoles will continue to dwindle.  The cries of hatred from those who can never enjoy unsigned code on their consoles will burn the ears of those who code for the JTAGged, and "the scene" will grow parched and burn as a scorched plain.

Is that Shakespere you are quoting?

This post has been edited by kingdt: Yesterday, 03:40 PM
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symbal

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MAME v0.72 Release for 360 - Amiga Soon
« Reply #51 on: June 12, 2011, 06:19:00 PM »

I just appreciate anyone who cares enough to make some actual homebrew for 360 for a change, and honestly i have more respect for this single release than a thousand GOD utilities.
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leo5150

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MAME v0.72 Release for 360 - Amiga Soon
« Reply #52 on: June 13, 2011, 05:03:00 AM »

Hey Lantus any update??
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lantus

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MAME v0.72 Release for 360 - Amiga Soon
« Reply #53 on: June 14, 2011, 07:23:00 AM »

be patient for a little bit more - new build soon
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kingdt

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MAME v0.72 Release for 360 - Amiga Soon
« Reply #54 on: June 14, 2011, 02:34:00 PM »

QUOTE(lantus @ Jun 14 2011, 02:23 PM) View Post

be patient for a little bit more - new build soon

C'mon lantus, pull your finger out. Only joking  biggrin.gif
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leo5150

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MAME v0.72 Release for 360 - Amiga Soon
« Reply #55 on: June 14, 2011, 05:23:00 PM »

QUOTE(lantus @ Jun 14 2011, 02:23 PM) View Post

be patient for a little bit more - new build soon



Thanks for the update ^^
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BlaCkAdDa

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MAME v0.72 Release for 360 - Amiga Soon
« Reply #56 on: June 14, 2011, 08:02:00 PM »

Any suggestions as to whether this will run better with merged or unmgerged sets?
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leo5150

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MAME v0.72 Release for 360 - Amiga Soon
« Reply #57 on: June 15, 2011, 06:28:00 AM »

RELEASE v2 is out at L-S NICE and it has the Source Code!!

i noticed that the source code folder has something called "Jaguar" :-X
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hangover

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MAME v0.72 Release for 360 - Amiga Soon
« Reply #58 on: June 18, 2011, 09:17:00 AM »

I downloaded the file and extracted it to the 2 mame folders, now which one should i use and how to install it to my hdd ?
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