An updated beta for PCSX2 has been released. This one features a hefty chunk of updates and changes, among others a new look.
Bositman Wrote:After more than a year since the last stable 0.9.6 release and 8 months since the last beta release of PCSX2, the new beta version is finally ready!
The most notable change is the all new GUI powered by wxWidgets, but the amount of improvements in this release is really amazing Smile
This 0.9.7 release is marked as unstable/beta, meaning it still has some known bugs and unimplemented features but it is fully supported by the PCSX2 team. For more info, check the included readme file.
Without further delay, here's the extensive changelog:
* New GUI based on wxWidgets working on a separate thread
* microVU, an all new VU0/VU1/COP2 recompiler
* VIF rewritten and a new Vif Unpack recompiler
* IPU improvements, many more videos now play perfectly
* Stable full screen operation with GSdx
* Alt+Enter Hotkey for real-time fullscreen/window mode switching
* Many new emulation options, complete with tooltips
* New MTGS, much more efficient and compatible
* New BIOS skipping method, more compatible and correct
* New Host File System Support
* Turbo/Slow motion settings for the frame limiter
* On the fly changing of settings and plugins
* Threaded Saving/Loading states, so it does not pause gameplay
* Built in ISO reader with a recently used ISO list
* Suspend / Resume emulation safely and fast
* Simplified plugin configuration dialog, with more options
* Full DVD9 game support (for example God of War, Xenosaga, Gran Turismo 4 etc)
* First time configuration wizard
* Settings stored in your User documents folder by default to prevent Vista / Windows 7 permission issues
* New Game database detects the game you run, displays compatibility info, and auto applies special game fixes/patches if needed
* Cheats are now separate from patches, cheats can be placed in the "cheats" folder and enabled/disabled from pcsx2's file-menu
* Many important plugin updates, GSdx has many bugs and memory leaks fixed, SPU2-X makes dozens of games boot which never did before
* And a huge amount of improvements and bug fixes which we don't remember anymore
This time the distribution will be a bit different. There are 3 versions, the full installer, the web installer and the binary. We highly recommend people to use our torrents to lower the load of our server and for faster distribution. You will need a torrent client such as utorrent to download them.
(NOTE: Full installer includes Microsoft Visual C++ Redistributables, which is ideal for offline installs of PCSX2. Web installer optionally fetches the Redists from Microsoft.com, if your computer doesn't already have them installed.)
MAMETesters Bugs Fixed
----------------------
- 00948: [Graphics] batsugun: The ending and credits text is in gibberish
language. (David Haywood)
- 03832: [Sound] monymony, jackrabt: Missing speech (couriersud)
- 00946: [Graphics] batsugun, batsuguna, batsugunsp: Some graphics garbage
at level one start and first boss. (David Haywood)
- 03445: [Crash/Freeze] znpwfv: Segmentation Fault (Angelo Salese)
- 02642: [Crash/Freeze] myfairld: [possible] Black screen in Virtual
Mahjong 2 MFL (Angelo Salese)
- 01009: [Crash/Freeze] grdforce: Test mode doesn't work. (Angelo Salese)
- 03710: [Crash/Freeze] sokyugrt: Game crash after player select
(Angelo Salese)
- 02567: [Color/Palette] All Sets in zaccaria.c: Minor color issues (hap)
- 00799: [Graphics] monymony: Sprite priority is incorrect when the player
is pulled underwater. (hap)
- 03474: [Sound] wilytowr: Background music is very low. (hap)
- 03853: [Graphics] ssriders and clones: Sprites stuck error. (hap)
- 03817: [Graphics] popflame + clones: Color regression (Angelo Salese)
- 03816: [Crash/Freeze] popflame: The game resets after the third round.
(Angelo Salese)
- 03852: [Gameplay] 20pacgal, 20pacgala: Severe slowdown after initials
are entered. (couriersud)
- 03476: [Crash/Freeze] quartet, quarteta, dumpmtmt: Games do not start.
(Alex Jackson)
Source Changes
--------------
Remove all references to the nonexistent "premov" instruction from the
NEC-V core. [Alex Jackson]
Corrected stack walk by using UNICODE_POSTFIX. Fixed some incorrect
function declarations in winmain.c. [Oliver Stoneberg]
Documented an energy bar debug switch in aladbl, disabled by default
[Angelo Salese]
Fixed crashes when you fall into pitfalls in aladbl [Angelo Salese]
Improved Z180 timer and HALT processing. This fixes MT03852.
[Couriersud]
Konami devices: Fixed sprite Z code rejection regression [hap]
Basic hook-ups of the Nintendo Super System BIOS [Angelo Salese]
namcos2: Optimized pixmap rotation, improving performance of Assault
and other games that use it [Bryan Ischo]
tecmo.c: Included Rygar PCB documentation [Guru]
Documented and worked around a long standing level 3 protection fault
in Pop Flamer [Angelo Salese]
Rewritten palette initialization in Naughty Boy HW by using the RESNET
[Angelo Salese]
Rewrote Z180 cycle accounting to create a basis for more exact
internal I/O and timer operations as well as implementing interrupt
priorities. Removed unused BIG_SWITCH code as well. [Couriersud]
MPU4 Updates [James Wallace]:
* Added trackball support
* Fixed quiz game controls
* Restructured AWP games' characteriser handling
Added photo y2k2 decryption table [iq132]
Improved Z180 interrupt and timer handling. Added some missing save
state entries and fixed HALT. [Couriersud]
Rewrote rom/ram banking. 20pacgal now supports save state.
[Couriersud]
Added DIP LOCATIONS to Pengo, Jr. Pac-Man and clones. [Tafoid]
Ported Super Famicom Box from MESS to MAME [Angelo Salese]
Modified the naomi clipping a bit to avoid so many black lines
at the bottom [David Haywood]
New Super 3D Golf Simulation - Waialae No Kiseki / Super Mahjong 2
(Super Famicom Box) [Angelo Salese]
Removed Groove on Fight boot hack, not anymore needed [Angelo Salese]
Added x/y boundary checking to ST-V bitmaps [Angelo Salese]
atarigx2.c: More rom name corrections as verified against a Moto
Frenzy Mini Deluxe PCB. Added ROM for the "Clarn" game link sub PCB.
[Charles MacDonald, P. Sealy, Smitdogg, The Dumping Union]
Added lfsr-driven starfield to 20pacgal. The general principle is
understood now but star set selection and the star drawing condition
are guesses. [Couriersud]
Moved global and static variables in driver galaga into a machine
class. Renamed some variables, e.g. galaga_videoram and bosco_videoram
to just videoram. [Couriersud]
Added new DECO Cassette bios set and updated rom names/locations/types
to be more accurate. [Lord Nightmare, The Dumping Union]
micro3d.c : Added some PLD dumps to botssa [Phil Bennett, Smitdogg]
Removed unneeded danchih title screen hack [Angelo Salese]
Reverified TMS5200 clock and measured Vsync clocks from Zaccaria
hardware [Corrado Tomaselli]
Added debug_global_input_code_pressed_once() function to input.c
[Angelo Salese]
Added a readyq callback to the TMS5220 interface. This is needed to
solve MT #3832. In zaccaria games, the intq and readyq are connected
to pia 6821 lines ca2 and cb1 which are edge driven. Just reading
readyq would miss to detect a state change if between reads readyq
went 0-1-0. Updated zaccaria.c and looping.c. Fixes MT #3832.
[Couriersud]
Reworked rendering in toaplan2 to render tilemaps / sprites in a
single pass, should be more accurate to hardware. Note, this further
breaks the mixing in Batsugun and Dogyuun because the previous hacks
can no longer work with the new rendering code. These games have been
demoted to NOT_WORKING status until a better solution is found; they
never worked properly anyway due to the extent of the video hacks
needed to support them [David Haywood]
documentation: Cleaned up company names [hap]
Added NSC800 CPU emulation to the Z80 core [Sandro Ronco]
Updated Legendary Wings with actual PCB speed readings.
[Corrado Tomaselli]
Update decocass comments/bios names with more info from D.Widel's
page. [Lord Nightmare, David Widel]
toaplan2: fixed sprite-sprite priorities in batsugun and dogyuun
[robiza]
Added bare-bones work around for the Network board in Super GT 24h and
Over Rev, they now enters into attract mode [Angelo Salese]
Revision 9295 by rbelmont
SDL: fix compilation for GTK+ 2.20 and later [R. Belmont, Wingman]
New games added or promoted from NOT_WORKING status
---------------------------------------------------
GeGeGe no Kitarou Youkai Slot
[A. Hoekman, ranger_lennier, Smitdogg, The Dumping Union, Luca Elia]
Video Carnival / Super Royal Card [f205v, Angelo Salese]
Mouse Attack [Phil Bennett, Smitdogg]
Super Game III [Mariusz Wojcieszek, Guru]
New clones added
----------------
Golden Tee 2K (v1.00) (alt protection) [Guru, Brian Troha]
1943 (Euro) [Stefan Lindberg]
Fantasy Zone (NEC 0317-5000 encrypted Z80)
[Cools, Andrew Welburn, The Dumping Union]
X-Men Vs. Street Fighter (Asia 960910) [ANY, The Dumping Union]
X Multiply (Japan, M81) [hap, porchy]
The Crystal Maze (2 sets) [James Wallace]
The Crystsl Maze Team Challenge (2 sets) [James Wallace]
The New Crystal Maze Featuring Ocean Zone (2 sets) [James Wallace]
Road Riot's Revenge (prototype, set 3) [Siftware]
Indoor Soccer (set 2) [Siftware]
Ms. Pacman Champion Edition / Zola-Puc Gal
[Andrew Welburn, The Dumping Union]
Heavyweight Champ (Japan, FD1094) [Team Japump, Dumping Union]
Super Draw Poker (bootleg) [f205v]
Ms. Pac-Man/Galaga - 20 Year Reunion (2 sets)
[Brian Troha, The Dumping Union]
New games marked as GAME_NOT_WORKING
------------------------------------
Win Win Bingo (2 sets) [f205v, Filippo Tarderia]
Zoo [Brian Troha, The Dumping Union]
X Five Jokers [f205v]
Magic Number (Italian Gambling Game) [f205v]
Magic Class [f205v]
Abacus [f205v]
Euro Class [f205v]
Book Theatre [f205v]
Super Famicom Box BIOS [Angelo Salese]
Quote:2010/05/21 2.42 released
- The speed and timing were brought close to the movement of a real machine.
In the ending demo of "Lodos Tou Senki", the problem that the surface of
the picture occasionally fell into disorder (generated by a recent
version) was solved. I think that the timing has approached a real
machine in even other games.
- When a "hes(sound)" file is started, it is started with a hardware state
of the CD-ROM2 specification. As a result, I think that a game using
ADPCM sound (drum etc.) became available. (However, the difficulty of the
ripping in ADPCM use might be high.) * In this change, the hes file of a
size that is larger than 4Mbits (512Kbyte. doesn't contain the header)
cannot be used. Perhaps, I do not think that there is a necessity, but if
you use hes file that is larger than 4Mbits, make the extension ".pce".
- It prepared for the case where the CD-ROM access error by hardware, OS and
driver's slumps. As a result, when the hardware error happens, Ootake will
be able to be closed safely.
- Additionally, a detailed part has been improved and corrected.
+ The execution file for "Windows 98/Me" was opened to the public. The
operation test is not done. Please see "Readme98.txt" in the ZIP file
about details and notes, etc. http://www.ouma.jp/file/Ootake242-for98.zip
Quote:# Fixed a bug in debug window.
# Fixed a bug in dmas latency.
# Fixed a bug in cpu emulation.
# Fixed a bug in OAM rendering.
# Fixed a bug in Mode0 rendering.
# Added Use DMAs latency option
and
Quote:Build for Linux is ready, the changes and the fixes are the same the Windows version.
Quote:We’re nearing the WiiSX beta 2 release, so we decided that it’s time to show a preview video of the current state of the emulator and tell you about our progress. Last summer, we released a beta of WiiSX so that we could put it on the back burner for a while and focus on Wii64. We weren’t too happy with WiiSX beta 1 because it lacked a proper gui and suffered from stuttering audio and other bugs. So, we’ve focused the past few weeks on adding a gui to WiiSX and improving the sound, pad plugin, and other various parts of the emulator. While there will still be plenty of work left for the future, we feel that this release will greatly improve the emulator’s playability and polish. Look forward to the release, but for now please enjoy the preview.
Quote:Users of gtk, cli and gtk-glade frontends please note that now we
have a common directory in ~/.config/desmume for config file,
saves and savestates. The old .desmume.ini will be moved
automatically with the name config but you have to move your saves
manually.
Some save files may be invalidated due to use of broken crc logic.
Back up your DSV files before using this version of the emulator or else
the game might wipe it.
General/Core:
bug: emulate keypad interrupt
bug: spu overhaul, add capture support
bug: fix dma address reloading
bug: fix rom close memory corruption
bug: fix div and sqrt busy flag bug
bug: fix vectest
bug: fix lid savestate desync
bug: fix texcache memory GB explosion when games use tons of tiny 3d sprites
bug: fix huge rerecording movie file handle leak
bug: fix EXXXXXXX cheat codes and some add/edit/save/load bugs
bug: add 8MBit - 512MBit flash emulation
bug: fix firmware booted-from-card flag
bug: fix some failures to wake
bug: fix some rtc calendar logic
bug: op_bkpt emulation
bug: correctly emulate POWCNT1 and POWCNT2 and SPI power device
bug: corrections to bootup stack configuration
bug: protect bios from being overwritten
bug: initialize save data to 0xFF instead of 0x00
bug: handle relocated irq vectors
bug: support patched firmwares
bug: handle 8bit auxspidata, 32bit BLDY, 32bit div regs
bug: fix some divide by zero cases
bug: don't print \n in ideas debug message
bug: don't let games read off end of cart and crash emulator
bug: fix SWI 0x0E crc16 ; some save files using wrong crc may be invalidated
bug: fix many big endian bugs
bug: fix CPSR.I idle wakeup
bug: fix loadstate crashes, mostly when sound is enabled
enh: support devkitpro argv
enh: add gbaslot-rom commandline
enh: add no$gba debug message
enh: add rtc start to dsm header
Graphics:
bug: fix a mistakenly rendered OBJ window and 3d blend effects
bug: fixes to matrix stacks, fixing lots of garbled geometry
bug: fix fog density registers
bug: fix hblank dma to run also on scanline 262
bug: fix w/z depth flags for broken GUIs in dual screen 3d games
bug: fixes to poly sorting
bug: block 8bit vram writes
enh: improve accuracy of opengl shaders
Windows:
bug: fix 16bpp display
bug: more fixes to multi-gamepads
bug: cheat windows robustification
bug: fix that sticky pause state when resetting and loading roms
bug: dont crash when no sound device is available
bug: change F10 to be save slot 0
bug: fix --start-paused
enh: try not to screensave while using gamepad
enh: add EPX and EPX1.5X resize filters
enh: add a japanese translation which will soon be stale like the others
enh: add fancy ctrl+printscreen with emulator info on it
enh: add "lockdown" window mode to keep window safe from fast stylus action
enh: add alt+enter fullscreen command
enh: add card eject command
enh: add ddraw software mode forcer
enh: improve oam viewer
enh: default 3d to rasterizer so we dont have to suggest it 1000 times a day
enh: add dump-all-memory tool
enh: add reload rom menu/hotkey
Linux/OSX:
bug: fix building for nosse2 systems
bug: fix --num-cores
bug: fix occasional touchscreen failures
bug: fix crash starting dsm record
enh: add --nojoy=1 to fix laptops with accelerometers
enh: add simple auto frameskip mode in the gtk frontend
enh: add gui for configuring joystick in the gtk frontend
enh: make the cli frontend read the ini config file too
enh: additional OpenAL microphone backend (ncalexan)
enh: common place for config and saves (Jan Steffens)
enh: libagg is now optional if you don't need the hud
MAMETesters Bugs Fixed
----------------------
- 03683: [Crash/Freeze] topgunnr: Crashes MAME after INSERT COIN/GAME
START (hap)
- 02878: [Speed] simpsons and clones: Vertical refresh rate (hap)
- 03273: [Original Reference] brubber, bnj, caractn: Incorrect screen
resolution for Burnin' Rubber and clones (hap)
- 03492: [Crash/Freeze] hunchbkg: Does not boot (couriersud)
- 03657: [Crash/Freeze] All sets in maxaflex.c: Random crashes
(Firewave)
- 03765: [Crash/Freeze] qdrmfgp2: ASSERT after OK (hap)
- 03823: [Color/Palette] pc_miket: Bad colours (Alex Jackson)
- 03047: [Graphics] elevator, elevatorb: Some graphics on the
escalators shift when you ride on them (hap)
- 03628: [Graphics] alpine: Red point on the title screen (M.A.S.H.)
- 03033: [Graphics] vendetta: Sprite priority problem in the 3rd
stage (hap)
- 03647: [Graphics] All games in vendetta.c: Graphical error in the
intro scene of the game. (hap)
- 03834: [Sound] qtheater: No sound (hap)
- 03830: [Crash/Freeze] All sets in harddriv.c: Message: Duplicate
save state registration entry (DSP32C/dsp32/0/cpustate->pin)
(Tafoid)
- 00390: [DIP/Input] spaceftr: does not allow you to turn to the
right. (hap)
Source Changes
--------------
New Lucky 8 Lines hardware: [Roberto Fresca]
* Added lamps support to lucky8, lucky8a, lucky8b, ns8liner, ns8linew
and kkojnoli.
* Created lamps layout for the above sets.
* New inputs for ns8linew. This set has a second set of inputs, and
can be switched between them. No lamps activity or Big/Small
buttons are present while this alternative controls are used.
Maybe is a leftover.
* Some DIP switches were figured out. Coinage and limits are still a
real mystery since all DIP switches are reflected in the test
mode.
* Remapped inputs to be straightforward with the control panel.
* Added the type (W-4/F-5) to the sets description.
* General inputs clean-up.
suna8.c: Updated documentation for Strike Fighter to include the game
number, PCB number and epoxy CPU [Fabrizio Vasile]
Jaguar: fixed RGB VARMOD mode [Angelo Salese]
namcops2: add DVD image for taiko10 [Guru]
Added DIP Locations for all games in the jack.c driver. Changed
copyright on joinem to match displayed year. [Tafoid]
More cleanup of the lpc tables; Replaced tms5220C pitch table with the
tms5220 one as that one is more likely to be correct. [Lord Nightmare]
Add 'Unrealistically Perfect Interpolation' debug mode; Fix a
potential issue with 16 bit overflow in the lattice filter; Made idle
state emulation more accurate to real chip; Clean out variables before
VSM speech starts; Mask out low 4 bits of 14 bit lattice result before
output. [Lord Nightmare]
Fix a mistake in the interpolation logic, it should now properly delay
interpolation until the final cycle of each frame when INHIBIT is set.
[Lord Nightmare]
tms5220: Remove unnecessary interpolation code; Add extra check to
make unvoiced mode trigger at the correct sample. [Lord Nightmare]
Fixed up tms52xx clip/wrap function arrangement to be much more sane,
and properly handled range extension. [Lord Nightmare]
Made tms5220 DEBUG_GENERATION more useful and simplified the code in
the process. [Lord Nightmare]
lib/util/cdrom.c: Fixed stack corruption in CHD code
[Oliver Stoeneberg]
Implemented default EEPROMs for GTIClub, Hang Pilot, Asterix, X-Men
and Polygonet Commanders [David Haywood]
Fixed the texture ROM loading/order in Wave Shark. Textures look
better now, and the ROM check passes [David Haywood]
Fix for Target Hits missing sound. [Tafoid]
fspiderb: Added projectiles, game is playable now [hap]
General cleanup of PGM code [David Haywood]
Removed ROM Patch in Killing Blade and replaced with correct IGS025
return sequence fo China region (other sequences still unknown)
[XingXing]
pengadvb: Improved inputs, the game can now be coined up. It magically
has sound too now. [hap]
S2650_SENSE_PORT is now active when data written is != 0 and inactive
when data == 0. It now acts as a line in a mame-sense. [Couriersud]
btime: Background vertical offset was off by one pixel, burger parts
positions are correct now. This also means Peter Pepper awkwardly
walks in the air, which is the way it is on the PCB. [hap]
fixed ROM names of tp84a (tp84 needs confirmation) [Team Japump]
Fixed ROM labels for Pac-Land, Scramble Egg, and Straight Flush
[Team Japump]
New games added or promoted from NOT_WORKING status
---------------------------------------------------
New Lucky 8 Lines / New Super 8 Lines (F-5, Witch Bonus)
[Roberto Fresca, incog, Smitdogg, The Dumping Union]
International Team Laser (prototype)
[ranger_lennier, genieta1, J. Ferneborg, Smitdogg, italie,
David Haywood, The Dumping Union]
New clones added
----------------
Desert Breaker (Japan) [Team Japump, Dumping Union]
Youma Ninpouchou (Japan, alt) [Takahiro Nogi]
Armed F (Japan) [Takahiro Nogi]
Champion Baseball II (Japan, not working) [Takahiro Nogi]
Wing War (Japan) [Team Japump, The Dumping Union]
Street Fighter EX 2 (HISPANIC 980312)
[Layne, J. Bijl, Smitdogg, The Dumping Union]
Giga Wing (Hispanic 990222)
[dopefishjustin, A. Hoekman, Smitdogg, David Haywood, The Dumping Union]
Street Fighter Alpha 3 (Hispanic 980629)
[dopefishjustin, Smitdogg, David Haywood, The Dumping Union]
Eco Fighters (Hispanic 931203)
[Kevin Eshbach, wild eyed, Smitdogg, David Haywood, The Dumping Union]
X-Men: Children of the Atom (Hispanic 950105)
[ranger_lennier, tormod, Smitdogg, The Dumping Union]
Dungeons & Dragons: Tower of Doom (Hispanic 940113)
[Kevin Eshbach, Layne, Gor, blokey, Smitdogg, The Dumping Union]
Pac-land (Japan, older) [Team Japump]
Photo Y2K (ver. 105) [XingXing]
New games marked as GAME_NOT_WORKING
------------------------------------
Taiko no Tatsujin 10 (T101001-NA-A) [Guru]
Dragon World 3 EX (ver. 100) [Guru]
Dragon World 2001 [Guru]
Royal Queen
[Hikari, Spyder, S. S. Neilson, Smitdogg, The Dumping Union]
Chance Kun [ranger_lennier, incog, Smitdogg, The Dumping Union]
Photo Y2K 2 [Guru]
Quote:15th May, 2010 - GameEx 10.78
Fixes font being cut off when outlined.
Fixes startup crash when using background videos with latest Codec packs.
A few optimizations.
Themes with single backgrounds (AdvancedGfx=False) working again.
Quote:2010/05/13 2.41 released
- The entire volume balance has been adjusted.
- The speed and timing were brought close to the movement of a real machine.
In the start demo of "City Hunter", the problem that the lower side of the
screen has fallen into disorder by one frame (generated by v2.40) was
solved. I think that the timing has approached a real machine in even
other games.
- "Force V-Sync (All Hz)" was added to "Setting->Screen" menu. When the
check is put in here, the V-Sync setting is permitted regardless of the PC
display environment. Use it with an old video card etc.
- Additionally, a detailed part has been improved and corrected.
+ The execution file for "Windows 98/Me" was opened to the public. The
operation test is not done. Please see "Readme98.txt" in the ZIP file
about details and notes, etc. http://www.ouma.jp/file/Ootake241-for98.zip
Quote:Originally Posted by drk||raziel
**** PLEASE NOTE ****
The source is old. Most of it dates back to 2006, with large parts from 2005 or 2004. There are MANY typos all over the place. There is no uniform coding style (nullDC was my first project using C/C++, and it began as a C# project)
Most of the code is written by me, parts of it are written by ZeZu, and maby others (?). Psyman was our main tester during all these years (With various others joining for short time periods) and he's slowly getting into editing the source to fix bugs ( as i no longer do it myself).
Yes, the code is ugly, hacky, buggy and often just plain wrong -- but still better than not released, righty ?
I hope this is as much help to others as it has been to me
Ootake, a Turbo Grafx 16 emulator for Windows has been updated today.
Quote:2010/05/08 2.40 released
- The pronunciation balance of the wave memory sound source has been
deliberately adjusted. In the stage 2 of "Daimakaimura (Ghouls'n Ghosts)"
etc., the problem was solved that the sound had shut somewhat oneself up
compared with the version before (generated by v2.39). As a result, I
think that tone quality improved more.
- The speed and timing were brought close to the movement of a real machine.
In "Dynastic Hero", the problem that the screen has fallen into disorder (
generated from recent Ver.) was solved. In the opening demo of "Tengai
Makyou II", the problem that the lower side of the screen fell into
disorder momentarily was solved. In "F1 Circus '92", the problem that the
order display fell into disorder momentarily was solved.
- When "DE-JA" is started, a part of CD-ROM access processing becomes
slowness near a real machine. In the visual scene, the problem that the
screen shakes was solved. * Sometimes falling into disorder when the
screen is rewritten is similar to a real machine.
- When you start the file of the image of the system card directly by not
"CD-ROM" menu start but "Hu-Card" menu, operation changes into the CD-ROM
mode (CD-DA Play, Save-filename at each game).
- Additionally, a detailed part has been improved and corrected.
+ The execution file for "Windows 98/Me" was opened to the public. The
operation test is not done. Please see "Readme98.txt" in the ZIP file
about details and notes, etc. http://www.ouma.jp/file/Ootake240-for98.zip
MAMETesters Bugs Fixed
----------------------
- 03684: [Graphics] skyarmy: [possible] Screen Offset issue (hap)
- 03736: [Graphics] scontra, scontraj: Super Contra main character
shadows (hap)
- 03102: [Side-by-side] finalizr: The "lives" statusbar is shown at
bottom of the screen in MAME and on the PCB it's on the top (hap)
- 03822: [Speed] lwings and clones: Gameplay slows during game (Tafoid)
- 03818: [Crash/Freeze] mightybj, vsgshoe: Grey Screen (Not booting)
(Andrew Jackson)
Source Changes
--------------
Replaced TMS5200 table with table extracted using PROMOUT from actual
chip. monymony sounds much better. [Lord Nightmare]
Improvements to Treasure Bonus (Subsino) [Roberto Fresca]
* Reworked and cleaned-up the inputs. Most buttons have more than one
single function.
* Added DIP locations.
* Figured out the following DIP Switches: Complete Coinage
(1/2/5/10/20/25/50/100). Remote Credits (1/2/5/10/20/25/50/100).
Minimum Bet (1/8/16/32). Max Bet (16/32/64/80). Demo Sounds
(Off/On). Game Limit (10000/20000/30000/60000). Double-Up
(No/Yes). Win Rate (84/86/88/90/92/94/96%). Double-Up Level
(0/1/2/3/4/5/6/7). Double-Up Game (Dancers / Panties Colors /
Cards / Seven-Bingo).
* Fixed inverted functions and buggy inputs.
* Added lamps support.
* Created button-lamps layout.
* Remapped inputs to reflect the controls layout. This way is more
user-friendly since controls are straight with button-lamps.
* Added coin/keyin/keyout/payout counters.
* Removed the pulse limitation in the BET input. This allow it to
work as BET and STOP2 properly.
* Added technical notes.
Status Fun Casino improvements: [Roberto Fresca]
* Reworked inputs to match the standard.
* Lowered the CPU clock to get it working properly.
* Added technical notes.
Output Cleanup/Hookup (Part 2) [Howard Casto]:
* segas32.c: Hooked up all digital outputs for all games (radm,
alien3, radr, f1en, arescue, f1lap, jpark, slipstrm, orunners,
harddunk, scross, titlef) Emulation needs to progress more on the
analog output data before those outputs can be hooked up.
* audio\mw8080bw.c: Changed output name for desertgn to something
more descriptive (Player1_Gun_Recoil)
* bbusters.c: Added new output handling functions and hooked up
outputs for bbusters and mechatt
* opwolf3.c: Added gun outputs for opwolf3 (man that game is
terrible)
* machine\williams.c: Fixed existing outputs in tshoot (they needed
inverted) and hooked up the rest, including the feather blower.
:-D
* gunbustr.c: Hooked up all outputs for gunbstr
* namcos12.c: Hooked up outputs for all system 11 gun games
(ptblank2, ghlpanic, tenkomor)
* segaybd.c: Hooked up all digital outputs (gloc, glocr360, gforce2,
pdrift, rchase, strkfghtr), also hooked up motor/analog outputs
for Power Drift and G-Loc/ Strike Fighter The remaining games with
motors could be hooked up as well assuming emulation can progress
enough to get past the error messages.
* namcos2.c: Hooked up gun recoils for golly ghost. Also noted that
the outputs for the remaining gun games are also in that area.
Someone who can find the offsets should be able to hook them up.
* segas18.c: Hooked up gun recoils for lghost.
* taito_z.c: Hooked up outputs for spacegun and made a few prototype
functions to help in hooking up the remaining games. Someone familiar
with the driver should take a look. I hooked up a few, but they don't
work like they should according to the comments.
toutrun.c: corrected dipswitches in the most recently added Turbo Out
Run set, and reorganized the sets so that the parent is the FD1094
317-0118 set, the "newest" set based on both EPROM and security chip
part numbers. [Andrew Jackson]
Fix two VS2008 warnings (namcos23.c and rdpfb.c) [Oliver Stoneberg]
Remove some stray invalid code in start_profiler() [Oliver Stoneberg]
Have srcclean add missing newlines to end of .c files [Atari Ace]
Fix the memory leaks with the strconv.c function by using osd_malloc()
instead. Fixed other memory leaks as well. [Oliver Stoneberg]
"Replaced" TMS5220 table with table extracted using PROMOUT from
actual chip. By 'Replaced', I mean documented, as the actual extracted
table exactly matched the table already in MAME. Changed TMS5220C to
use the same energy table as 5220 does, since my previous assumption
based on the Quadravox tables was probably wrong. Updated the ranout
condition code of tms5220.c to be slightly more accurate to the chip,
and added TODOs. Re-enabled the timers for deactivating the READY line
on /WS or /RS as this is probably slightly more accurate to hardware,
but the difference is 2 or 3 clock cycles max. [Lord Nightmare]
Fixed linking of chdman.exe and romcmp.exe with Visual Studio.
[Oliver Stoneberg]
Fixed incorrect DSK ROM size, shuffled around some ROM mapping, added
new ROMs that were incorrectly assumed to be identical to than
racedriv. The previously bad ROM checksums are now correct. Now the
watchdog resets it instead of getting an address error. [Luigi30]
Added a screen layout for Space Stranger based on photos [M.A.S.H]
Added redumped sound ROM to Vs. Net Soccer (vsnetscr) [Team Japump]
Disable many unused variables as identifed by cppcheck.
[Oliver Stoneberg]
Naomi: Added rounding to the GD-ROM DMA transfers, will be need for
Virtua Tennis to make it boot [Deunan Knute, Angelo Salese]
Fix compile error when DEBUG_GENERATION is defined [Oliver Stoneberg]
cdrom: correct header length for form 2 raw sectors [R. Belmont]
namcos23: Mirror, mirror v2 [A. Giles, O. Galibert]
Naomi: implemented mahjong panel support [Angelo Salese]
TMS5220: Made /READY timing accurate to the real chip as best as
possible. Note that on the zaccaria games, possibly due to a bug in
the CA2 line handler of the PIA which reads the /READY state, speech
usually won't work until midway through the first game played, but
works fine afterward. Not sure if that's a MAME bug or an original
game bug. [Lord Nightmare]
Replaced the DEBUG_FRAME_DUMP define with a new DEBUG_PARSE_FRAME_DUMP
which produces binary listings of each frame parsed. [Lord Nightmare]
Added newer Area51: Site 4 BIOS. [Guru]
sega system16 and later: first pass in the conversion of video ICs to
be devices [David Haywood]
Fix swapped stereo in gauntlet and gauntlet 2. Thor (warrior)'s/red
player's coin slot is toward the left, and specific sounds for that
player (coin insert gong, death ditty, etc) should come from the left
speaker, not the right. Verified with schematics. TODO: merge gauntlet
audio into atarijsa.c since the gauntlet audio hardware is clearly the
direct ancestor of the Atari JSA-i audio board, and currently is
missing most of the chip specific volume controls, etc which are
already implemented in atarijsa.c. [Lord Nightmare]
Improved Killing Blade encrypted DMA mode 3 [XingXing, David Haywood]
vrender0.c: converted to be a device [Fabio Priuli]
crystal.c: added driver data class [Fabio Priuli]
Improved DMA modes 1+2 in killbld, allowing all DMA operations used by
the game to work and the RAM dump to be removed
[XingXing, David Haywood]
added save states to the following CPU: apexc, asap, avr8, cp1610,
dsp32 and f8 [Fabio Priuli]
Documentation improvements to the Sega Naomi HW games [f205v]
Added a protection RAM dump for Dragon World 3 [XingXing]
Added a delay to the GDROM DMA transfers, allows KOF Neowave to boot
[Angelo Salese]
Redumped one program rom in Killing Blade [XingXing, David Haywood]
Hook up the ym2151 reset bit to the sound cpu in gauntlet, and fixed
sound reset to properly reset all the sound chips and volume latches.
[Lord Nightmare]
Fix race condition involving tms52xx status register which broke
victory/victorba self test. Updated debug routines a bit, and improved
the non-NORMALMODE a bit. [Lord Nightmare]
Improvements to Pachifever driver [Tomasz Slanina, maruwa]
* replaced ic48.50 ROM with correct dump
* added correct MSM clock value
* added second SN76489A chip (used for sfx)
* updated hw notes
Cleaned up ranout (FIFO running out mid-frame) to be accurate to
hardware; Cleaned up talk status clearing to be more accurate to
hardware; Cleaned up parse_frame function significantly. Added some
more comments. [Lord Nightmare]
aristmk4: Hooked up the two AY8910s [Fr45h3r]
snes_snd: fix Linux 64-bit compile issues [R. Belmont]
Naomi: Improved the YUV FIFO IRQ firing, now it should be possible to
emulate the YUV decoding properly [Angelo Salese]
PGM: added support for newer bios ROM [XingXing]
Corrected mask ROM numbers for HOTD2 [f205v]
Fix ZPAR (zeroed k parameters 5-10) behavior for unvoiced frames.
Updated comments and debug functions. [Lord Nightmare]
Naomi: work-around for an int32 overflow bug in the renderer, makes
The House of the Dead 2 / The Typing of the Dead to not crash during
attract mode [Angelo Salese]
Redid parameter interpolation and frame load logic so new frames don't
immediately force all the Energy/Pitch/K values to the values of the
old frame, but wait until their first interpolation to do so. This fix
improves speech quality considerably. [Lord Nightmare]
astrocorp.c: Added PCB layout and board information for the Skill Drop
Georgia set [Brian Troha]
New games added or promoted from NOT_WORKING status
---------------------------------------------------
Klad / Labyrinth [Black1972]
New clones added
----------------
Dragon World 3 (ver.105) [XingXing]
Killing Blade (ver. 104) [XingXing, David Haywood]
Battle of the Solar System (rev. 1.1a 7/23/92)
[blib, Smitdogg, The Dumping Union]
Street Fighter II - The World Warrior (Thunder Edition)
[Smitdogg, The Dumping Union]
Polaris (Original version) [Siftware]
Seibu Cup Soccer :Selection: (bootleg, set 2) [Fabrizio Vasile]
Draw Poker Joker's Wild (02-11) (NOT WORKING) [Siftware]
Reel Fun (Version 7.03) [Siftware]
New games marked as GAME_NOT_WORKING
------------------------------------
War of the Bugs or Monsterous Manouvers in a Mushroom Maze (German)
[Irongiant]
Fighting Mania (918 xx B02) [f205v, The Dumping Union]
Frog & Spiders (bootleg) [Siftware]
House of the Dead 2 (original) [Wouter]
Time Crisis 3 (TST1) [Guru]
Quote:2010/05/01 2.39 released
- "Write Memory" was added to "CPU" menu. While executing PCE(TG16)
software, the operation test can be done by rewriting the content of
memory(RAM,ROM) of PCE(TG16).
+ This "Write Memory" menu can be used to execute a so-called cheat
command. For instance, BGM can be appreciated without being obstructed
to the sound effect (attack sound and jump sound, etc.) by using the
time limitation release and the invincibility command etc. (Within the
range of the personal hobby)
+ On the other hand, a cheat command when using it by "Purpose to clear
the game easy" is not recommended. Because, it becomes a game balance
that the game production person doesn't intend, and the interest of the
game is surely lost. Moreover, it becomes impossible to talk about the
work with "person who enjoyed it by normal play". Therefore, I think
that playing only by normal-play(non-cheat-play) will be consequentially
happy (It can deeply enjoy playing the game).
+ "GAME OVER" should be welcome. Even if it cannot be cleared, the game is
happy. I think that it is a most wonderful point of games (especially,
in the retro games). Personally, if you can use this menu in the purpose
of the research and development, I am glad.
+ The input method of command is
"<address 6 digits[Hex]>:<value1-255[Dec]>".
Add "+"(positive sign) at the end of the command if you want to keep
writing the value (Invincibility command etc.).
Add "0x" before the value if you want to input the value by the
hexadecimal number.
- The tone quality of the sampling sound (ADPCM and Wave Memory Sound) has
been improved. Moreover, the entire volume balance has been readjusted. I
think that the entire tone quality improved considerably, too.
- The distance detection processing of the "PC Engine Mouse" has been
improved. In "Hatsukoi Monogatari", the movement of the mouse cursor
became smooth.
- The speed and timing were brought close to the movement of a real machine.
In the start demo of "Metal Angel", the blinking problem of the screen was
solved. In "Toilet Kids", the problem that the borderline of the status
display has fallen into disorder was solved.
- In "Splatter House" and "Shubibinman 2 (Shock Man)", when the TurboButton(
AutoFire) speed setting is High, the problem that the AutoFire doesn't
function was solved.
- Additionally, a detailed part has been improved and corrected.
+ The execution file for "Windows 98/Me" was opened to the public. The
operation test is not done. Please see "Readme98.txt" in the ZIP file
about details and notes, etc. http://www.ouma.jp/file/Ootake239-for98.zip