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September 22, 2004

In under the wire

I made some pretty bold claims a few weeks back that I'd punch out a new release of MacMAME before KOTOR hit store shelves, and it looks like I made it in the nick of time, seeing as how KOTOR shipped yesterday.

I wasn't planning on cutting it quite so close to my original claim, but I forgot that I had to go out of town last week on business, which took a chunk of spare time out of my weekend. Then today, as I was just wrapping up 0.86 and packaging it for upload, MAME 0.87 was released for Win32. Luckily, it didn't necessitate any major changes on my part, so I was able to grab it and go.

I'm sure there are going to be things that are busted in this build that I haven't encountered yet. With support for over 5,000 games now (2,900 non-clones), I really don't bother to do more than a cursory test any more. My ROM collection is also woefully outdated, and I lack the motivation to hunt them all down until a bug is found.

Anyway, if this is what you've been waiting for (and my e-mail flow seems to indicate that this is the case for far too many people), then enjoy. Post any comments and bug reports on the MacMAME message board or the MacMAME Wiki - that's where they'll be seen. If you post a bug report to this blog entry, it's a sure bet that it'll get lost or forgotten when I go to do the next update. So don't do that. :-)

September 10, 2004

Batting next...

With Knights of the Old Republic approved and prepping to ship out (if it hasn't already), you might be wondering what I've been working on the past few weeks. Wonder no more.

* A Knights of the Old Republic patch. ;-) Turns out that the eMac uses super-high frequency monitor settings and has only one setting for each resolution, 112Hz for 800x600 as an example. As it happens, the PC version of KOTOR disallows frequencies > 85Hz unless you do some crazy .ini file tweaking. We didn't have any eMacs to test against in the lab, and none of the external testers had one either, so this issue went completely unnoticed until a few weeks ago. Rest easy though, eMac owners - the patch should be released the same day it starts hitting shelves (it's already been tested and conditionally approved).

* Patches for Medal of Honor and Spearhead. These roll in a few fixes I made while working on Breakthrough, and in general clean up the apps to be better OSX citizens. Most notably, the patches include a new version of the Miles sound library which once and for all eliminates the random crashes that happen on dual-processor Macs.

* Command-line dedicated servers for MOHAA, Spearhead and Breakthrough. You'll be able to run your own dedicated server from the OSX command-line. I've been working with Martin van Spanje of Configulator fame to make these apps the best in their class, and I'm pretty pleased with how they've turned out. I don't know yet when we'll be releasing these, but it shouldn't be too much longer. They're undergoing QA now, along with the other MOHAA patches.

* A patch for Jedi Academy. The "dynamic glow" feature wasn't very dynamic in the initial release, so I've fixed this. I've also fixed the "MAX_PATCH_PLANES" error that some people were getting with very large third-party multiplayer maps. Finally, I've cleaned up support for 3rd party code mods so you don't have to do the "DLL shuffle" to get them to load like you must right now. As well, a new version of the dedicated server app is coming that cleans up a few minor issues that Martin uncovered while writing his Jedi Academy Configulator.

* MacMAME. I nearly had a 0.82 port ready, then KOTOR hit beta and I was out of time. But I've revisited it, and it should be ready to go within a few days. I've spent quite some time rewriting it to be a better OSX app and removed a lot of old file-handling and joystick code that'd been living in there since the 90's. I'm very pleased with the results so far.

* A mystery project. If I were to give it a codename, I'd probably call it "Unimaginable Revisited", but it's not really worthy of a codename because it's not a big or flashy project. It's more of an escape for me than a curse. I've had a ton of fun working on it, and I'm anxious for it to see the light of day. It's broken into my top 5 list of favorite Mac ports I've ever worked on.

One of the other noteworthy things recently is Aspyr's joystick support in our porting library. John Butler was tasked with fixing some of the reported issues with Battlefield 1942, and as part of this mystery project, I also had to add joystick support. It turns out that we were able to simplify and expand our support fairly easily, so I think users of both games will be happy with the end result.

September 04, 2004

The accursed Jedi Academy SDK

It seems my fix for the JKJA SDK before was no good. That'll teach me not to test these things before uploading them. Anyway, I've fixed the SDK and it's available at the same link as before.

The reason I can say that it definitely works now is because I've just built the "Open Jedi Project" mod with it and tested that it works. :-) I've got a new system in place for loading Mac .bundle DLLs created with this SDK that'll require a new version of the MP app, but it'll make using MODs on the Mac with Jedi Academy a lot smoother than it is now. Within the next week or so, I'll try to finalize a comprehensive Jedi Academy patch that includes that and a few other fixes. I'm in contact with the OJP guys about rolling in the necessary Mac changes to their archive (they're all minor) for future builds as well.

September 01, 2004

New Jedi Academy SDK

I've updated the Jedi Academy SDK to fix a few issues in the initial release. The project files are updated to XCode 1.5. More importantly, I rolled in a fix for powf that would cause crashes at runtime.

The SDK has its own version of powf that takes different parameters from the system version, which is only available on 10.3 or higher. What's more, the system version wasn't being linked into the resulting libraries. Anyway, I've cleaned that up better now so that it only uses the JKJA version. The fix I applied should allow other mods to work as well, so you shouldn't have to hunt down each powf call in the code.

This should make the 3 people who keep posting to my earlier blog entry happy. :-) If any more issues arise with the SDK, feel free to post to the comments for this entry.