MAME Development Dead End?

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Hierophant
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MAME Development Dead End?

Post by Hierophant » December 19th, 2010, 10:00 pm

This recent post by MAME Dev, David Haywood (Haze), on his MAME blog makes for some very interesting reading for anyone who cares to know why MAME development seems to be stymied these days.

High Expectations of a Threadbare Team (December 9th, 2010)

http://mamedev.emulab.it/haze/2010/12/0 ... bare-team/

EDIT: Sorry, but the link died. :sad:

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Re: MAME Development Dead End?

Post by Nostalgia » December 22nd, 2010, 12:31 pm

All of my arcade needs have been satisfied for a long time now so i'm just thankful for what these guys have done so far, but a very interesting read indeed.

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Re: MAME Development Dead End?

Post by Hierophant » December 22nd, 2010, 6:01 pm

I, too, am extremely grateful for a lotta good stuff that the MAME Devs have achieved over the course of the project so far. For example, CPS2 and CPS3 decryption were major breakthroughs in emulation. No CPS2/3 drivers equals no SF Alpha or SFIII (or AVP for that matter). Still though, imagine if those two remained in the same tattered state as these and other significant drivers do today:

http://maws.mameworld.info/maws/driverinfo/pgm.c
http://maws.mameworld.info/maws/driverinfo/naomi.c
http://maws.mameworld.info/maws/driverinfo/model2.c

(Each link above shows a list of games dependent on that driver).

As Haze points out regarding the current state of the MAME Team, rather than say, expecting full emulation of the Guilty Gear games (naomi.c) any time soon, we can look forward to more batches of useless casino games instead. Obviously, there's not much that we in the general MAME population can do about that but it is definitely not a satisfying report for those who are hanging on certain games. The tone of Haze's post shows that he doesn't find the internal situation satisfactory either. It's more like a cry for help.

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