MDCNG v2.82 (Mame for DC NeoGeo edition) -> Now with GUI THIS README HAS CHANGED - READ IT!!!!!!!! It's very like maim - but quicker. Sound makes everything slower - but it does work... Files Included ============== The DSK prefix indicates the inclusion of a ramdisk to hold GUI stuff (FONT/backdrop) DSKMDCNG.elf - The MDCNG executable on it's own DSKMDCNG.bin - Same in BIN format DSKMDCNG.txt - list of supported drivers - An SBI for use with SbInducer. README.txt - this file. README_CFG.txt - Information on configuration files. ----------------------------------------------------------------------- GUI Controls ============ UP/DOWN - move up and down the game list Y/A - move up and down the option list X - set options to defaults. (done away with sticky mode) After 1 press this goes into 'sticky defaults' mode, 2nd press, not sticky. In 'sticky' mode, as you change games, the options change to the default for that game. RIGHT/LEFT - increase / decrease current option value START - start the highlighted game All 'keys' have auto repeat, so you can hold down a direction and, after a short delay, the key will repeat. ----------------------------------------------------------------------- Options (on the GUI) ==================== Audio Frequency --------------- The audio frequency as output by the MAME engine - in some drivers, if this is anything other than 0, the speed falls to unacceptable levels - Neo-geo would be an example of this. Audio Thread ------------ Threading model to use if Audio Frequency is non-zero. 0 = Threaded, plays mid frame. 1 = Non-threaded, plays mid frame. 2 = Threaded, intelligent mode - plays mid frame if poss or end of frame. 3 = Non-threaded, plays at end of frame. 4 = Threaded, plays at end of frame. If Audio throttling is ON (see next) then use 2, if not, I would suggest using 0 or 1. Remember, if Audio Frequency is 0 then this is ignored. Audio Throttle -------------- If you are playing sounds then this is the best way to throttle the emulation to 100%. It uses the fact that the playback of the sound is at a fixed rate, dealt with by the sound processor in the DC, so by waiting for the sound playback to complete, we can ensure that the emulation is not running > 100%. Display Mode ------------ This is the thing I've spent the most time on... Basically, tries to give you a pretty display mode in all cases. 0 = Fit to Screen. 1 = Use width and height of game (generally small box mid-screen). 2 = Use 2xwidth and height of game. 0 is the simplest mode to choose in all cases - 1 & 2 don't use bilinear filtering (since they are simple multiples of the original size, they don't distort) and are maybe marginally quicker. Show FPS -------- Switch to turn the FPS counter on or off - basically, go with 0 unless you want to see how quick things are running. If you do switch it on, bare in mind, it's only accurate for a frame-skip level of 0 - it goes completely mad if you use > frameskip (and that is also true of the 'Previous Speed' value in the GUI). This is a bug, which frankly, I can't be bothered to fix right now. vr = Video resolution NOW DEFUNCT --------------------- Video DMA --------- Determine whether to use the PVR DMA mode of transfer for screen data. In this mode, there is some screen corruption (don't know why) and colour mode (see later) is forced to 6 (it's ignored) - this is because the DMA transfer doesn't really sit well with me also modifying palette values. This mode is a bit quicker - but the corruption makes it annoying. Video Thread ------------ Whether the video output is run in a thread. I'm pretty sure this doesn't help in the least. I was hopeful that it would make things faster - but it doesn't. Basically, don't use it! Colour mode ----------- This changes the way in which MAME produces the bitmap - it forces direct color mode in some cases and fixed palettes in other - to be honest, I can't remember what they all mean (!) but modes 2 (fixed palette) and 6 (direct color) are the best performers 0 -> Use what MAME would have chosen for the given game. 1 -> Use a variable 8-bit palette 2 -> Use a static 16-bit palette 3 -> Use a variable 16-bit palette 4 -> Use direct 15-bit colors 5 -> Use direct 32-bit colors 6 -> Use direct 16-bit colors - the reason these are out of logical order is that the above are all modes which were originally provided by MAME, this is a mode that I added to produce DC specific 16-bit colors. Video Throttle -------------- These days, if sound is on, use Audio Throttle - it's waaaay more efficient. However, if sound is off and speed is > 100% switch this on, otherwise, switch it off (1 = on, 0 = off). Frameskip Level --------------- Frameskip - the trusted friend of the underpowered machine - sets a frameskip level to improve the overall emulation performance - it's here to boost speed - but I can get a pretty decent frame rate out of this variant of MAME with this set to 0 (no frameskipping). CPUx Speed ---------- The percentage of actual speed to run this CPU at - a value of 0 means 100% - generally, underclocking the CPUs gives a speedup, to a certain point - if you get any figures that work well for you, let me know. ----------------------------------------------------------------------- In-Emulation Controls ===================== START & DPAD-UP = COIN, START & DPAD-DOWN = Menu (go to the MAME menu system). START & A = Exit back to game selection menu ----------------------------------------------------------------------- Where to put ROMS ================= MDCNG will look for roms in the /cd/roms and /cd/maim directory - remember you have to have in there with 3 files included: ng-sm1.rom (crc: 97cf998b) ng-sfix.rom (crc: 354029fc) neo-geo.rom (crc: 9036d879) The set is a parent of all other neo-geo games. -W-