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#41 |
Registered User
Join Date: Apr 2021
Location: Paris (France, Ile de France, Paris, 75)
Posts: 3
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#42 |
Registered User
Join Date: Feb 2008
Location: Italy
Posts: 98
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"error opening translation file english" ?
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#43 |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,436
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MAME has a github, you could provide a pull request with those amazing changes.
They're not complete jerks. I'm in no way a MAME developper, but I had proposed a PR for some obscure long 68040 TRAP instructions that had a bug in many emulators, and they integrated it. |
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#44 |
Registered User
Join Date: Jan 2017
Location: South Wales
Age: 51
Posts: 43
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The code for this has been on Github for quite a while, I can try updating it to the latest verison of MAME and see if it builds, it's been broken before by core changes in MAME.
https://github.com/SteveMoody73/mame/tree/gfxsave I don't mind creating a pull request for MAME but I wonder if they would be wary of changes like this. Being able to save potentially copyrighted material for use in other projects could be a problem for them. |
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#45 | |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,436
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Quote:
They already allow snapshots, videos and show tiles too. I don't think it would be a problem. Would be nice if it was integrated officially. |
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#46 |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,436
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BTW, dumped graphics in fullscreen mode and the dumps were truncated. I tried again with -window option and it worked fine
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#47 | |
Registered User
Join Date: Jan 2017
Location: South Wales
Age: 51
Posts: 43
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Quote:
That's strange but never tied running it in full screen mode for this. MAME must handle it differently somehow. I did try looking at the latest version of MAME to create a PR for this but had issues getting it to build under Windows. Unfortunatly I don't have much free time at the moment so will come back to this sometime in the future. |
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#48 |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,436
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The latest MAME version officially supports Marble Madness 2 / Marble Man which is great!
I've used "F4" and it doesn't display sprites AKA "Atari Moving Objects" which would be great as I may have projects of porting it to Amiga... |
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#49 | |
CaptainM68K-SPS France
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Quote:
We need an update on mame tile save edition to at least 0.251. |
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#50 |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,436
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you're right! it shows the sprites. As 8x8 tiles! I think there's a "link" feature in the sprite engine that allows to "attach" sprites together.
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#51 |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,436
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Other titles don't even have sprite display. Pity as for instance Shinobi doesn't have sprite display let alone save... Could have been a good candidate to try a port as it's 68000 (well game has an impressive number of independent layers, not sure how it would play out even on the A1200...)
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#52 | |
CaptainM68K-SPS France
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Quote:
For instance, the Sega system 16/18 is mixing planar assets with bitmap chunky asset. That's why you can only see the tiles in Shinobi, and not the sprites. In order to get the sprites, you need to use another tool than mame. |
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#53 |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,436
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if you have such tools, I'd be glad to use them or get the results of the rips.
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#54 |
CaptainM68K-SPS France
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#55 |
Registered User
Join Date: Jun 2008
Location: somewhere else
Posts: 547
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There also this: https://reassembler.blogspot.com/202...-palettes.html
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#56 | |
CaptainM68K-SPS France
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Quote:
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#57 |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,436
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maptapper seems Amiga-oriented. The format of the sprites is game-specific.
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#58 |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,436
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played around with MAME and built the new version (wasn't a piece of cake despite the devs claimed
![]() Yes, merging the gfxsave changes is not easy, as MAME is underlying heavy refactoring all the time, and the versions have diverged. However, I was able to integrate the changes in the only changed file. I can press F4 on a previously unsupported game (Marble Madness 2) and save the palette. But if I press return to switch to tiles, I get an exception from MAME. Close but no dice ATM. |
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#59 | |
Registered User
Join Date: Jan 2017
Location: South Wales
Age: 51
Posts: 43
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Quote:
I have a couple of days off work so will grab a copy of the latest mame source and see if I can get the code building on that. |
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#60 |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,436
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I've started from the newest MAME source again, to try to integrate your changes. All your "static" methods now need to belong to classes as they "objectified" a lot of stuff, but I've already plugged the F12 key on a "printf" for each category, and now adapting your code.
I'll propose something soon so no need to do the work twice. I really need that feature. PS: this mod is awesome! |
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