Comments (5)
VPinMAME doesn't expose it, so if at all, then only the standalone PinMAME(32) variants (at least AFAIK).
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VPinMAME doesn't expose it, so if at all, then only the standalone PinMAME(32) variants (at least AFAIK).
Sorry. Maybe I'm misspeaking? When VPX runs a ROM is it using VPinMAME or PinMAME(32)? I was using "VPinMAME" as a generic term, but realize that may be a mistake.
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Basically the whole project on a top level is called 'PinMAME'.
Then there is
- VPinMAME: COM interface to PinMAME, used to steer PinMAME from VPX/Visual Basic Script
- libPinMAME: standard library interface to PinMAME, used to steer PinMAME from VPE, Unity Pinball, and the new standaloneVPX
- PinMAME: standalone executable, comparable to standard MAME
- PinMAME32: same, but with a Win32 UI
from pinmame.
Basically the whole project on a top level is called 'PinMAME'. Then there is
- VPinMAME: COM interface to PinMAME, used to steer PinMAME from VPX/Visual Basic Script
- libPinMAME: standard library interface to PinMAME, used to steer PinMAME from VPE, Unity Pinball, and the new standaloneVPX
- PinMAME: standalone executable, comparable to standard MAME
- PinMAME32: same, but with a Win32 UI
Thanks! I was walking through the code and noticed that the "CORE" options are not exposed on the .NET side, so no easy way to get the input recording working through VPinMAME. I'm using the logger and instrumenting the code for now.
Can I create a feature request issue to look into adding this in the future? It's a really handy way to debug issues.
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Sure! Thanks..
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