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Talk:MAME

4,395 bytes added, 21:11, 25 September 2019
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One dev's comments on MAME's development history
:::I believe you are. Chdman does not take the <code>-i</code> parameter like other programs do, as the input is specified right after the output (in the example anyways). You also shouldn't be telling chdman what it already knows; the cue sheet describes how the CD is laid out and will point to the bin file so that programs can lay it out properly (use any text editor and you'll see ".bin" somewhere in it as a track). This is why dragging the cue file onto an emulator like Mednafen works.<br/>The correct syntax in this case is: <code>&gt;chdman.exe createcd -o "Game.chd" "Game.cue"</code><br/>-[[User:FosterHaven|FosterHaven]] ([[User talk:FosterHaven|talk]]) 20:15, 17 March 2018 (EDT)
::::Thankyou for the clarification. The problem turned out to be the cue file's reference to its bin file's path. On the top line in Notepad was a path pointing to an esoteric location on an F drive for God knows what reason. I fixed the cue text by just pointing it to the bin's relative path in the same folder, and later also got rid of a two-second "PREGAP" that was set to always cut off the start of Track 02 (again... for some reason). Anyway once that first change was made, to my joy chdman converted the cue/bin to a working chd file. I should note though that while the conversion went as it should with the '''<code>-o</code>''' and '''<code>-i</code>''' in front of the output and input files respectively (and in either order), leaving out the '''<code>-i</code>''' always resulted in a '''<code>expected option, not parameter</code>''' error. [[User:Jack Ryan|Jack Ryan]] ([[User talk:Jack Ryan|talk]]) 08:41, 18 March 2018 (EDT) :::::<code>-i</code> started being enforced after a version of the mame-tools package I might not have received (which explains a lot, actually). After reading [http://www.thekillerinstinctproject.com/kiproject/chdman.html this guide], which explains this was part of a rewrite sometime during 0.145 or after, I've been left to assume my package didn't get that version. I'll update the guide later. Thanks for bringing it to light. -[[User:FosterHaven|FosterHaven]] ([[User talk:FosterHaven|talk]]) 16:46, 18 March 2018 (EDT) Just to be certain, chdman can only handle conversions from cue/bin archives? [[User:Jack Ryan|Jack Ryan]] ([[User talk:Jack Ryan|talk]]) 12:53, 18 March 2018 (EDT) :For CDs, yes because it is the closest representation of the CD without being the CD itself (the cue sheet can be thought of as the master boot record by specifying multiple tracks or "partitions" with different kinds of data like audio, filesystems, game data, etc). But chdman works with hard drives and laserdiscs as well, so they probably require their own format (or like the guide above shows, can be worked with directly). -[[User:FosterHaven|FosterHaven]] ([[User talk:FosterHaven|talk]]) 16:46, 18 March 2018 (EDT) == MAME version is 0.206 now. == Please update that. (Edit: This section was added by OrphanedPixel):Yeah, we don't know how to find the template pages that lets editors to update automatic versioning of many emulators/software covered on this wiki. I think since the update to the mediawiki software running this website, the admins may have hidden away those template pages. For instance, I couldn't find anything under the "[http://emulation.gametechwiki.com/index.php/Special:SpecialPages#High_use_pages High use pages]" section or somewhere else like we used to before. Perhaps, we may have to wait for admins to edit the versions? Does anyone else have another idea of how we could track down these version template pages? [[User:ObiKKa|ObiKKa]] ([[User talk:ObiKKa|talk]]) 14:58, 28 April 2019 (EDT)::http://emulation.gametechwiki.com/index.php/Special:UncategorizedTemplates [[User:Jpx|Jpx]] ([[User talk:Jpx|talk]]) 15:20, 28 April 2019 (EDT) == One dev's comments on MAME's development history == I saw that [https://mamedev.emulab.it/haze/2019/03/30/the-importance-of-alternate-versions/ this post, uploaded on March 30, 2019], was the latest article on one MAME developer, Haze's blog at the time of viewing it in late April. In the comments section, Haze has provided elaborately detailed and passionately written replies in early April to other commenters' questions about the turbulent history of MAME's development, the restructuring it underwent, internal politics within the community of MAME developers; and threats from outside like RetroArch/libretro with their poor design model (In his own words) and the curious quirk of crowdfunding platforms for emulation software. That last part is about how many people are pledging so much money into the crowdfunding accounts (Like Patreon) for some emulators that cover current-generation systems (At the time of this writing, ''yuzu'' and ''Ryujinx'' have been making so much progress in emulating the current-gen Nintendo Switch console; ''TeknoParrot'' as a virtualization software is even covering so many modern PC tech-based arcade cabinet games from the 2000's and early-mid 2010's; while ''Orbital'' is collecting decent money at the moment to emulate the PS4, but that one is very early days, nothing in particular is shown of it, and that console is close to being superseded anyway.). So this was a rather lucky find for me. Hopefully, you the readers, who bumped into this, would enjoy checking the link and reading his opinions, trials & tribulations, and joys of working on MAME. [[User:ObiKKa|ObiKKa]] ([[User talk:ObiKKa|talk]]) 15:13, 28 April 2019‎ (EDT) == Piece of crap ==This emulator is a piece of crap that never ever works right no matter how hard anyone tries! Every time you fix one problem 5 new problems show up in its place! It's poorly designed, poorly coded, and it's too complex for its own good! Why can't it be as simple as download rom, start up game, game works?! If I paid money for this I'd ask for it back with interst for pain & suffering! Who designed it this way anyway? It needs a total overhaul until it's so easy to use a brain dead monkey can use it!
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