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Tuesday 20 October 2009

MameXM 1.02.168 S60v5 SymbianOS9.4-Multiple Arcade Machine Emulator-(Update:18.10.09)





















1.02.168 -- released by AMZ - 2009 - Oct. 18-

Removed 'Power On' and 'Key lock' keyboard mapping. Is better let Symbian OS manage these keys.

- Refined audio output, to avoid gaps and clicks. Note that some background activity of the phone is common, so the simulation speed is not so stable and some gaps in the audio still remains. Note that starting a game with autoframeskipper needs some seconds to stabilize the frameskipper value, in this phase some audio gaps still remains.

- Last Scancode key pressed on Frameskipper info line (that line is activated with 'AUX' virtual button). That scancode is usefoul for reporting to me other hardware keys not actually recognized by mamexm.

- Removed profiler (code optimiziation).

-(!)Double click on game name to run ... i got MANY requests for this behavior

-(!)Added a command to reset the configuration. The configuration files stored in C:\System\Apps\MameXM will be wipe out. MameXM will return in its inital state, losing all games configurations and rom-scan results. So after that you must rescan roms and reconfigure games. This command helps you if you make a mistake in keyboard configuration and you cannot maps keys anymore, or if the config files are corrupted and games cannot start anymore.

- Tested again, against incoming sms & phone calls. If in-gaming, mamexm.thread going to sleep in background lefting the phone to itsnaural being. A call occurrence makes MameXM icon got the little circle means that the program is active in background. Reentering in MameXM and pressing the 'resume' button will bring up the game in the in-gaming state where it has left off.

- Fully mame.thread resource cleaning on exiting the simulation. This should stabilize MameXM exiting,this should avoid crashes on OmniaHD.

- Mame.thread heap size is now 64 Meg (only if u got that free ram!)

- Minor code optimizations
- Minor UI improvements
- Better internal timer resolution & utilization.

-(!)BLT ROTATE on landscape games. The result is that !!! NEOGEO GAMES ARE NOW FULLY PLAYABLE IN LANDSCAPE MODE

!!! Note : For a playable speed many of these games must be run without sound.

-(!)Adjusted screen ratio, now all games assumes a 4:3 original screen aspect. Now the game screen & keyboard perfectly fill all the screen aspect. Now the game screen & keyboard perfectly fill all the screen

- Redirect the stdout/stderr console on files. This avoids nasty blank screen with console messages.- Pure ARM 32 code generation. More speed (even 25%). Totally abandoned thumb code generation due slowness and other critical flaws in compiling a so big C++ project.

- Enabled further YM sound chipset support. This enables sound eg: in bubblebobble but the emulation is slow due the lack of math coprocessor. So if you want a playable game refresh rate you should disable the sound in many games. Maybe on faster omniaHD those games remain playable even with sound enabled.
- Faster virtual keyboard redraw
- Clear all screen on 'Compatibility flag' set to on, before starting a game With Compat.Flag sets to on the screen retains the previous window content.

-(!)Mapped the white hardware key. Note that some installed tools can interfere with this key. EG: "Handy Taskman" maps the white key in a way such that key is no more grabbable. So if you want to use white hardware key you should disinstall "handy taskman" and/or other tools that grab the hardware keys in a non standard style.

- Mapped 'Enter' key (for N97)- Improved auto-frameskipper. Now the automatic frame-skip guessing is done one time each original FPS frames (each EE frames, see below). The AUX virtual button displays the frame rate line on top of screen. The new auto-frameskipper is more stable than before, but it can take some seconds to stabilize guessing the exact frameskip value for current running game. The initial auto - frameksip rate is read from 'Frameskip' game option. Throttling is now more accurate. -> This makes a more stable in-gaming video-animation and emulation speed <-

Frameskip line format (displayed with 'AUX' key):

AAB CCC%(DD/EE)FF,+GGG,+HHH,II,J
where :

AA = "XM" for autoframeskip,
"MN" for manual frame skip B = "T" for throttling, " " for no throttle
CCC = Speed relative to original game speed
DD = actual FPS rate (FPS=Frames Per Second)
EE = original FPS rate
FF = Frameskip rate
GGG = Total throttle milliseconds (for the last EE frames)
HHH = Total simulation time divergence in milliseconds (for the last EE frames)
II = last scancode pressed (hex)
J = Total resync counter (should be constant playing a game)
EG: XMT 100%(20/60)67,+019,+005,00,1 Means : running at the same speed of the original game, during last 60 frames elaboration i have displayed 20 of this frames (discarding other 40) and i have paused for 19 ms. (inter-frame) for exact speed adjustment (and audo sync).



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