Author Topic: Help on makeing a neomame build for v0.103  (Read 13999 times)

Offline mamesick

  • Newbies
  • *
  • Posts: 17
  • Karma: +0/-0
  • MAME32FX
    • MAME32FX
Re: Help on makeing a neomame build for v0.103
« Reply #15 on: January 18, 2006, 10:16:33 AM »
Adding CPS1 and CPS2 is easy. Others capcom games are a little bit more complicated because you have to go into every driver and take note of which CPU(s) and sound core(s) it uses. :eek:
I made a NeoGeo/CPS1/CPS2 mak file. Please don't ask for more...
Code: [Select]
# CPUs -- NeoGeo and CPS1/CPS2
CPUS+=Z80@
CPUS+=M68000@

# NeoGeo sound chips
SOUNDS+=YM2610@
SOUNDS+=YM2610B@

# CapCom System 1 and System 2 sound chips
SOUNDS+=YM2151@
SOUNDS+=OKIM6295@
SOUNDS+=QSOUND@

DRVLIBS = \
$(OBJ)/capcom.a $(OBJ)/neogeo.a \

$(OBJ)/capcom.a: \
$(OBJ)/vidhrdw/cps1.o $(OBJ)/drivers/cps1.o $(OBJ)/drivers/cps2.o \

$(OBJ)/neogeo.a: \
$(OBJ)/machine/neogeo.o $(OBJ)/machine/pd4990a.o \
$(OBJ)/machine/neocrypt.o $(OBJ)/machine/neoprot.o $(OBJ)/machine/neoboot.o \
$(OBJ)/vidhrdw/neogeo.o $(OBJ)/drivers/neogeo.o \

COREOBJS += $(OBJ)/driver.o $(OBJ)/cheat.o


Don't forget the driver.c....now you're on your own. :wink:

Offline KingHanco

  • Sr. Member
  • ****
  • Posts: 401
  • Karma: +0/-4
  • "Special " Member
Re: Help on makeing a neomame build for v0.103
« Reply #16 on: January 18, 2006, 06:00:06 PM »
mamesick, thanks alot.

================

Final Crash - I added it in there as well. Seem fine.

There is some problems on the wof, dino, punsher and slammast decode. Needed this $(OBJ)/machine/kabuki.o \ and I added it in my side. :)
« Last Edit: January 18, 2006, 07:01:19 PM by KingHanco »