From ekszbox: The sound chip frequency for cps1.c driver is not right in arcades, it has been corrected in newer versions of mame:
Great to know. Thanks man. I'll mess around with making that change on Sunday when I get off work.
By the way you might want to tag your changes i.e. // Rx
That way you can easily track them down with a search later on.
That is an awesome suggestion. Right now, I've been using a word document to document all of my changes in detail. (As I keep working though, the detail probably won't be nearly as extensive. It's pretty much what I've been posting in the other thread). I might not abandon that documentation, but having the ability to do a Find for the changes I've made in the source is really cool.
Other than that, I've got two things on my plate now. The first is properly mapping Pyros/Wardner. I did a successful switch already to make A jump and X fire (like how Teenage Mutant Ninja Turtles I is). I'd like to make that the standard for all games as it's by far the most comfortable in my mind. Plus on games like Robocop II, A will be jump and then X can shoot left while B shoots right, so even in abnormal cases like RCII, the standard will not change.
The problem with Pyros came when I tested two players. The way that it's set up now, the player one controller controls both players so you have to keep giving the controller to the other person when you die. (I have not tried this in the last official build of Arcades, so I don't know if the official build had this problem). Trying to change this, I've only been successful in two different outcomes:
1) I get a romcheck failure right where the title screen would show up.
2) I get it mapped so the first and second player controllers control both the first and second player. Making the unsuspecting player walk right into a lava pit would be funny the first time, but I'd imagine that it would get old pretty quick.
I don't have the code for it in front of me now at work, but I can say that it's set up kind of weird compared to other games I've looked at. On The Simpsons, there is a seperate section for each of the 4 players controls. (I really like the way Simpsons is mapped and remapping all games would be a breeze if they followed that logic) On Pyros though, it looks like the mapping only gets one section and it's called for twice by whichever player is currently active. This doesn't seem to be working right though. I think when I get back to it on Sunday, I will take a look at the controller mapping for Rolling Thunder and see if it's similar since it's a 2 player alternating game as well (Maybe Rolling Thunder has the same problem in 2 player mode). Maybe all the alternating games are written that way, instead of having 4 separate instances like The Simpsons which is 2 or 4 players simultaneous.
The second and much more important thing I'm trying to get a handle on, and I assume you already know the answer to at this point, shouldn't I be able to quickly test out any small changes in code with the debug feature without having to rebuild the entire project? I kinda thought that was the point. Right now every time it seems I need to recompile the build and it takes about 13 minutes for the entire process before I can test the small changes I made.
All I've been able to do with Debug pretty much is attach the debug to the .xbe or reset the .xbe from my computer and have debug running along side it when it restarts. As soon as I start a game or try to compile I loose the debug on my PC and have to reattach when I've exited the game or the compile is done. So bottom line is, I really don't have a clue what debug does. All of my work so far has been just making changes in the driver.c files and then compiling them and sending the entire build over to the XBox.
I'd love it if I was able to test changes I've made several seconds after I've made them instead of only being able to make changes on average of 4 times per hour. I think everything is set up right now. There may just be a function that I'm not aware of that will get the job done for me.
Thanks in advance if ya know the answer to that one ekszbox.
Edited by ressurectionx, 28 March 2008 - 03:46 AM.