Read nakata6790 post page 7, he made a good summary. You'll find which games are supported and also a FBA compat file. A full Mame2003 would be too large.
Wii Arcade emulators aren't so bad as someone said in another thread, FBA has a lot of games running fullspeed. If you combine with the 3 mame versions, that's a thousand playable games.
There's also Mame2003-Plus, it has some improved/added drivers : https://raw.githubusercontent.com/arcadez/-mame2003-plus-libretro/c00b9b78f9addc509ffc4c19ff6e6768594e0a94/whatsnew.txt
Read nakata6790 post page 7, he made a good summary. You'll find which games are supported and also a FBA compat file. A full Mame2003 would be too large.
Wii Arcade emulators aren't so bad as someone said in another thread, FBA has a lot of games running fullspeed. If you combine with the 3 mame versions, that's a thousand playable games.
There's also Mame2003-Plus, it has some improved/added drivers : https://raw.githubusercontent.com/arcadez/-mame2003-plus-libretro/c00b9b78f9addc509ffc4c19ff6e6768594e0a94/whatsnew.txt
Someone posted mame2003 builds recently. There's a sega32 dol (spiderman...). Some games might be slow, it's a late and imperfect driver even on PC. This website is great to see Mame progress and game's details : http://www.progettoemma.net/
Thanks guys, Wiipathy I will try your suggestions and re-post. Xerofalcon I will defo give linux a try, it’s been a while but perhaps I’ll give one of those virtual machines a try or failing that build a new box.
In the meantime I tried compiling a tiny build and copied all the CPU, sound and drivers from mame.mak to tiny.mak, which produced exactly the same error as I posted before. From this am I correct in assuming that the only difference between running a full build Vs a tiny build is:
1) it runs either mame.mak or tiny.mak
2) running a tiny build skips over the full list of rom pointers in driver.c and thus you need to define the rom pointers in tiny.mak
I agree it’s a maze of CPU, sound and driver combos in here. I am trying to come up with a systemic way of choosing the right combo of drivers. This site gives CPU, sound chip and driver details for each rom: http://www.progettoemma.net/gioco.php?&game=mk&lang=en The mame documentation also touches on mame drivers and how they link to each rom: http://wiki.mamedev.org/index.php/Game_Drivers i.e. at the end of each driver file there is macro commands that link to the roms.
Mortal Kombat!!
For some weird reason which I cannot explain, MK rom worked much better if I just loaded tmnt rom for a second then immediately loaded MK. Slow down only occurred right before FIGHT, and also the shang tsung scene suffered, but apart from that OK.
However, I can confirm that Xerofalcon is right, mkla4 runs like a dream without loading tmnt first. Many thanks!
I have attached the latest dol build which
contains pointer to mkla4 for near flawless mk1 aracde experience
included is the tiny.mak file I used to build it
it is the latest build where the video option HW Bilinear Filtering works, which makes the graphics look smooth. I wander if this will improve the look for CobraX83's monitor...
It's just a test with a few drivers, a full mame core would be too large. You can see which games are playable in the tiny.mak file.
To compile it, you need zlib in the libogc folder. In the mame makefile, I've added -I$(DEVKITPRO)/libogc/include for the CFLAGS. Then, compile the core normally with make platform=wii.
Add the .a in retroarch /dist-scripts and launch ./wii-cores.sh.
I must admit it's a terrible mess in my libs so maybe I missed something.
The annoying part is adding the drivers+cpu/sound manually. Sadly, the mk and nba jam are slow. However kiki kaikai runs very well.
It's 1.2.2 by the way.
First, are you able to compile a full build? What are the errors you have?
You'll find an itech32 Makefile.common and driver.c in the attached archive. You have to alter both files for other drivers.
Yes, you only need to modify those 2 files. Just add CPU/Audio and driver source files to Makefile. And the game's names in drivers.c.
Playing with different Retroarch versions can cause issue... What you can do is using a custom .cfg.
Search and replace retroarch.cfg occurences in configuration.c etc. I know some might hex edit the dol directly.
If you're using the same Retroarch version for every cores there shouldn't be problem with cfg file.
We run in circle here.
1st compile the mame 'core' : https://github.com/libretro/mame2003-libretro
2d, compile Retroarch https://github.com/libretro/RetroArch with the .a file core.
We run in circle here.
1st compile the mame 'core' : https://github.com/libretro/mame2003-libretro
2d, compile Retroarch https://github.com/libretro/RetroArch with the .a file core.
We run in circle here.
1st compile the mame 'core' : https://github.com/libretro/mame2003-libretro
2d, compile Retroarch https://github.com/libretro/RetroArch with the .a file core.
Place mame2003_libretro_wii.a (the cores are static libs, '.a' files) in the dist-scripts folder and run the './dist-cores.sh wii' command or the make commands manually.
If you managed to compile under windows you don't need Linux. It may be easier though.