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Author Message
step1978Offline
Post subject: Arcade: SDLMAME 0.106u13_3 Ready for takeoff (3rd attempt)  PostPosted: Jul 24, 2006 - 11:09 PM
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Joined: Jun 25, 2005
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Der Arcade-Emulator SDLMAME wurde auf Version 0.106u13_3 aktualisiert.


SDLMAME has been updated to version 0.106u13_3.


SDLMAME 0.106u13_3 is now available [14 MB]. A patch from 0.106u13 or 0.106u13_2 to 0.106u13_3 is here [24 KB] if you already downloaded u13 or _2. See below for details of why _3 is important.

Goodies include:

* Up to date with baseline u13
* OpenGL code is now optimized and supports ARB_texture_rectangle for even more speed on Mac OS X and some Windows/Linux configurations
* New -hcenter and -vcenter options to center the game screen within the view area. These are separate for each direction to handle dual-monitor cases better. If you have two 4:3 monitors side-by-side you’ll want -vcenter on and -nohcenter, or else normal games will be split across your two monitors. (Wide games like OutRunners and Darius 2 will cross the monitors anyway, this is unavoidable). Similarly, with 2 4:3 monitors top/bottom you’d want -centerh and -novcenter.
* Software mode now properly clears the unused area when the game geometry changes
* [UPDATE]_2 fixes 2 bad bugs in u13: 1) texture corruption on OS X in windowed mode if the game switched modes in OpenGL mode 2) debug code was accidentally left on that would degrade performance and write “tex{some number}.bin” files all over the place (again, only in OpenGL).
* [UPDATE]_3 fixes vector drawing in OpenGL (enjoy the new -beam switch to make the lines fatter and fuzzier - 1.0 is normal, u10 used 1.1, and 5.0 is totally blown out). In addition, the SDLMAME.txt documentation has been revised to reflect that OpenGL works now and stuff.

Also, for a sneak peek at the future, here’s SDLMAME using pixel shaders to apply a more cartoony look to Mortal Kombat II with no CPU usage.



Related links:

[ Arcade Multi Emus ][ Arcade Single Emus ]

 
 
 
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