SDRAM requirement in MRA files

For topics which do not fit in other specific forums.
User avatar
macro
Core Developer
Posts: 138
Joined: Sun May 24, 2020 4:12 pm
Been thanked: 171 times

SDRAM requirement in MRA files

Unread post by macro »

Just an idea, but would it be possible to add an optional <sdram>32</sdram> key to the arcade MRA files, so that on selection mister can kick up an error message if there is insufficient SDRAM installed. even just having a yes or no would be OK
Did I do something useful?

buy me a coffee
-N2
Posts: 34
Joined: Fri Aug 14, 2020 11:23 am
Been thanked: 1 time

Re: SDRAM requirement in MRA files

Unread post by -N2 »

to ask the same question another way, What cores can be run without the SDRAM module installed?
KnC
Posts: 107
Joined: Sun May 24, 2020 6:47 pm
Been thanked: 15 times

Re: SDRAM requirement in MRA files

Unread post by KnC »

Is there any arcade cores that require more then 32mb ram ?
rhester72
Top Contributor
Posts: 1117
Joined: Thu Jun 11, 2020 2:31 am
Has thanked: 13 times
Been thanked: 171 times

Re: SDRAM requirement in MRA files

Unread post by rhester72 »

KnC wrote: Tue Sep 08, 2020 11:30 am Is there any arcade cores that require more then 32mb ram ?
Only a few NeoGeo games (depending on whether or not you classify that as an 'arcade' core).
KnC
Posts: 107
Joined: Sun May 24, 2020 6:47 pm
Been thanked: 15 times

Re: SDRAM requirement in MRA files

Unread post by KnC »

rhester72 wrote: Tue Sep 08, 2020 12:35 pm
KnC wrote: Tue Sep 08, 2020 11:30 am Is there any arcade cores that require more then 32mb ram ?
Only a few NeoGeo games (depending on whether or not you classify that as an 'arcade' core).
Yeah it does not use MRA files so adding a mem requirement to MRA would not help there as NEOGEO used carts at home and in the arcade its classed as a console under MiSTer
Post Reply