* Fixed bugs in HALTCNT register and bios's routines.
* Fixed bug loading an external firmware.
* Fixed bug loading games.
* Fixed bug in plugins management.
* Fixed bug (ARM7 & ARM9) for opcodes that use PC register.
* Fixed some bugs in debug and memory windows.
* Added messages on console for Flash and Firmware memory.
Quote: # Fixed A 68000 line, F line unimplemented exception handling.
# Fixed SCSP sound generation process.
# Fixed SH2 caching.
# Fixed SH2 interrupt handling.
# Fixed rendering of the VDP2.
# Save state data version changed.
IMPORTANT NOTE: As of this release of MAME, several important things
about the system have changed. Please read the following items before
attempting to compile this new version.
1. A new tool chain for Windows, based off of gcc 4.4.3 prerelease,
is now REQUIRED. Go to http://mamedev.org/tools to get the new tools.
The code included with 0.137 WILL NOT BUILD with the old tools.
The new tool chain has support for building 64-bit MAME builds with
gcc, as well as built-in DirectX headers, and C++ support, which was
missing from the old tools.
2. Non-Unicode builds of Windows MAME are no longer supported. The
options to turn this off in the makefile have been removed, and
future changes are likely to solidify this requirement. If you are
still (God forbid) running on Win9x, you will need the unicows.dll
library to run MAME. Download unicows from Microsoft.
3. All code in MAME is now compiled as C++, plus there have been a few
small changes that take advantage of the C++ language. For the most
part, there is no effect on how drivers are written, except for some
nicer accessors to devices and address spaces. Future improvements to
take advantage of the C++ syntax will evolve slowly, and will be done
internally. We are not interested in outside attempts to do this work
for now.
4. The SDL OSD for MAME is now shipped as part of the main source
package. SDL builds for Windows are now regularly built as part of the
validation sequence for a new release. Thanks to R. Belmont,
couriersud, and Olivier Galibert for their work on the SDL port over
the years.
MAMETesters Bugs Fixed
----------------------
- 03533: [Debugger] All 68020 cpu based drivers: 68020 disassembler
bug: a 32-bit address displacement's upper 16-bit is
desappear (R. Belmont)
Source Changes
--------------
snes.c: simplified drawing routines, added support for
offset-per-tile, cleaned up the code [Fabio Priuli]
H8/3334: add analog input ports [R. Belmont]
snes.c: fixed remaining issues in hires modes [Fabio Priuli]
snes.c: fixed serial joystick reads [Fabio Priuli]
snes.c: Added very preliminary driver_data class for snes based
drivers (it only contains input-related items for the moment, because
these are needed to add support for additional controller types in
MESS) [Fabio Priuli]
Added support for the 'simple' rowscroll mode used by sams64_2
[David Haywood]
Fixed Z80 DMA ready signal handling. [Curt Coder]
namcos23 update: [R. Belmont, Guru]
* Updated Guru Readme
* More IRQ tests pass
* Gunmen Wars I/O board runs and syncs
* SH-2 shared RAM added for Gunmen Wars
Implemented default EEPROMs to Bubble Memories, Lethal Enforcers and
Puzzle Time [David Haywood]
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]
namcos23: pass C422 IRQ test [R. Belmont]
Added ARDY/BRDY signal read handlers to Z80 PIO. [Curt Coder]
Implemented 'key matrix' inputs in King Derby (1986 version)
[Angelo Salese]
namcos23 updates: [R. Belmont]
* Preliminary SH-2 hookup for GMEN games. SH-2 boots and copies the
loader to private RAM then jumps to it. Transfer protocol for
main program not yet understood.
* Final Furlong 2 has a GMEN board and camera; update it to use that
subdriver.
Implemented sound to King Derby (1986 version) [Angelo Salese]
Implemented coins to King Derby (1986 version), game can be considered
as working right now [Angelo Salese]
namcos23 updates: [R. Belmont]
* Hooked up start/coin/buttons for Gorgon
* Fixed Panic Park crash
* Enabled I/O board for timecrs2c so it can coin up
* Cleanup
SDL: fix Fortify-reported stack smash [Belegdol]
New driver for Five Clown, from IGS. This is a dual 6502 system with
CRT controller, AY8910 and OKI M6295. Main program, graphics and sound
samples are encrypted. [Roberto Fresca, Grull Osgo]
* Hooked both 6502 CPU's.
* Hooked the M6845 CRT.
* Decrypted main program and bulk GFX.
* Decoded GFX and color PROM.
* Hooked both PIA's 6821.
* Worked inputs from the scratch.
* Hooked DIP Switches banks 2 & 4.
* Hooked proper interrupts for audio CPU.
* Hooked the AY8910 latches...
* Hooked the OKI6295.
* Hooked DIP switches ports $C400 & $CC00.
* Found the sound samples decryption algorithm.
* Added NVRAM support.
* Added a complete PCB layout.
* Added game notes.
* Added technical notes.
Decrypted the color prom in King Derby (1986 version) [Angelo Salese]
Made device->tag and devconfig->tag into private member variables
(m_tag). Added inline tag() function to return a const char * version.
Updated callers to use this instead of directly accessing tag.cstr()
which was awkward. [Aaron Giles]
snes.c: Fixed OAM overflow [jbo_85, Fabio Priuli]
Improvements to funworld.c driver. [Roberto Fresca]
* Added external default NVRAM support to the following games:
bottle10, bottl10b, elephfam, elephfmb, jollycrd, jolyc3x3,
jolyccra, jolyccrb, jolycdev, jolycdib, jolycdit, jolyjokr,
jolyjokra, jolyjokrb, lluck3x3, lluck4x1, magicrd2, pool10,
pool10b, pool10c, pool10d, potgame, royalcrd, royalcdb, sjcd2kx3,
tortufam, vegasfst, vegasfte and vegasslw.
* Changed default settings for some games, now that NVRAM is loaded
externally.
Confirmed and hooked up i/o ports in Magical Tonic / Odds, doesn't
work due of nested NMI [Angelo Salese]
snes.c: refactored joypad inputs to be consistent with other input
devices (used in MESS) [Fabio Priuli]
Implemented NMI enable flag in Lucky 8 Lines and Magical Odds, fixes
logic quirks in the latter [Angelo Salese]
Improvements to Magical Odds graphics [David Haywood]
Written a per-pixel function for the irq system in the ST-V driver,
disabled by default [Angelo Salese]
vimana, vimanan, vimana1 (toaplan1.c driver) [stephh] :
* Fixed Dip Switches and Inputs (after verification of the M68000
code)
* Improved MCU emulation to correctly handle coinage based on Dip
Switches settings and Territory Jumper
Implemented sound NMI enable flag to the Munch Mobile driver
[Angelo Salese]
m680x0: show FPU registers in the debugger for 030+ [R. Belmont]
680x0: Improve disassembly for various FMOVE forms [R. Belmont]
Slightly fixed interrupt handling and added SBIC and MUL opcodes to
the Atmel AVR8 core. [Harmony]
Added FJMP/JMPF opcode to the SunPlus u'nSP core. [Segher, Harmony]
Performed an initial code cleanup pass on the N64 rendering code to
make use of booleans and inline variable instantiation, and removed a
number of unused variables that were exposed as a result of the
latter. [Harmony]
New games added or promoted from NOT_WORKING status
---------------------------------------------------
Five Clown (english, set 1) [Roberto Fresca, Grull Osgo]
Five Clown (english, set 2) [Roberto Fresca, Grull Osgo]
Five Clown (spanish hack) [Roberto Fresca, Grull Osgo]
Magical Odds [David Haywood, Angelo Salese]
New clones added
----------------
Dinosaur Hunter (Chinese bootleg of Cadillacs and Dinosaurs)
[Anonymous] (not working)
Biaofeng Zhanjing (Chinese bootleg of The Punisher) [Anonymous]
Cherry Master I (E-Z Spin bootleg / hack) [William Ostronic]
Lethal Enforcers II: The Western (ver JAA) [David Haywood]
Fantastic Journey (ver AAA) [David Haywood, Tirino73]
Smash T.V. (rev 3.01) [Brian Troha, The Dumping Union]
New games marked as GAME_NOT_WORKING
------------------------------------
Joker Master / Poker Master
[William Ostronic] (incomplete + encrypted)
Gunmen Wars [Guru]
Quote: * added mightymo's cheat code database, access via "Find Cheat Codes" button on cheat editor window
* added an option to temporarily disable all cheat codes quickly
* debugger now properly uses S-SMP IPLROM when needed for disassembling and tracing
* indexed indirect read opcodes in the S-CPU were testing for IRQs one cycle too early [someone42]
* fix an off-by-one array iteration in S-PPU OAM rendering [PiCiJi]
* added some implicit linked libraries to linker flags for Fedora [belegdol]
* moved from C++98 to C++0x, resulting in substantial code cleanups and simplifications
* C++0x: implemented foreach() concept for linear container iteration
* C++0x: implemented concept system using SFINAE and type traits
* C++0x: utilized auto keyword to increase source readability
* C++0x: moved to strongly-typed enumerators
* C++0x: rewrote va_list-based code to use type-safe variadic templates
* C++0x: replaced noncopyable class with deleted default copy functions
* C++0x: replaced custom static_assert template class with built-in version
* C++0x: utilized rvalue references to implement move semantics into string, array, vector and serialization classes
* C++0x: utilized std::initializer_list for { ... } initialization support to lstring, array and vector classes
Quote:This is just a few tweaks and changes added to the old T12 core - I'm still working on new version and that's not yet ready. The reason I'm releasing T12/2 is the addition of code, written by Andreas Naive, that allows run-time M2/M3 decryption of NAOMI carts without having to rely on trojaned out protection data.
Once the game key is obtained for a given cart - and this is done with another trojan and some smart analysis (Andreas approach) or brute forcing (cough) - all data can be derived directly from the encrypted parts.
I've added a simple ZIP handler and now you can load some of MAME games:
"Capcom vs. SNK", "Cosmic Smash", "Gun Spike" / "Cannon Spike", "Dead or Alive 2" / "Dead or Alive 2 Millenium", "Giga Wing 2", "Giant Gram 2000", "Heavy Metal Geomatrix", "Marvel vs Capcom 2", "Moero Justice Gakuen" / "Project Justice", "Power Stone", "Power Stone 2", "Toy Figher", "Virtua Tennis", "WWF Royal Rumble".
More MAME images will be supported in future.
Some titles still need the protection data to be present because M1 and compressed M2/M3 variants are not yet supported by the decoder. You will get a nice error message if any required files are missing
Oh, the decoder works only for MAME images at this point. The plain images will need some game detection code to properly set the keys.
UPDATE: Yup, apparently Sendspace guys don't like Makaron. Or emulators in general. They deleted the file citing terms of use violation. I will upload T12/2 to another place but this gives me opportunity to add support for a few more MAME images so please wait a bit.
UPDATE2: Updated version is now available.
- "Toy Fighter" off-by-one bug fixed
- "Giant Gram 2000" will now load (but won't work due to missing M1 data)
- "Virtua NBA" added (though the "virnbao" version will not work, this one seems protected?)
- "Samba De Amigo" added (I'm not saying it's playable mind you)
- "Guilty Gear X" _would_ work if not for a truncated protection file (but here's a hint, unpack ggx.zip, add zeros to the file to match required length and pack it again and it will work now)
- "Dead or Alive 2 Millenium" will now properly load parent ROM (same goes for other games with variants)
- "18 Wheeler" added (not tested)
- "Crazy Taxi" added (not tested)
- "Death Crimson OX" added
Quote: * Fixed bug in Main Memory Management.
* Fixed bug in DMA channels with Card Memory.
* Fixed bug in AUXSPICNT register.
* Fixed bug in Gamecard bus 8-byte Command Out register.
* Fixed bug in ALU opcodes for both CPUs.
* Added some speed at the emulation.
MAMETesters Bugs Fixed
----------------------
- 03268: [Save/Restore] All sets in galaga.c: Problem with Savestates
(couriersud)
- 03698: [Compiling] NOWERROR=1 casues -fno-strict-aliasing to be
dropped (couriersud)
- 03749: [Crash/Freeze] All sets in micro3d.c : [debug] Assert in
debug build (couriersud)
- 03746: [Core] [debug] Overloaded C++ operator new/operator delete is
too restrictive (couriersud)
- 03748: [Documentation] ncv1, ncv2 and clones: Namco 'Classics'
Collection description incorrect (Tafoid)
- 03634: [Graphics] quantum: Draws wrong lines (MathisRosenhauer)
- 03739: [Crash/Freeze] backgamn: Access Violation after OK
(Fabio Priuli)
- 03249: [Misc.] motoxgo, timecrs2b: H8/3xx: Unknown opcode (PC=2)
100 (R. Belmont)
- 03740: [Crash/Freeze] atomicp, snapper: Duplicate save state entry
(Tafoid)
- 03699: [Crash/Freeze] masterw: Game freezes (Fabio Priuli)
- 03697: [Misc.] bigrun: Missing gfx and terrible music (Mamesick)
- 02960: [Graphics] speglsht: Regression in Super Eagle Shot, looping
broken attract mode (Mamesick)
- 03034: [DIP/Input] scross, scrossu: Control Issues (M.A.S.H.)
- 03731: [DIP/Input] ixion: Unable to rotate cannon clockwise (M.A.S.H.)
- 03727: [Misc.] spiders: Source typo in discrete sound system
(M.A.S.H.)
Source Changes
--------------
Removed window config from video_config [couriersud]
Mapped player 2 inputs and buttons 4-6 in Mortal Kombat 3 (bootleg of
Megadrive version) [Mariusz Wojcieszek].
{megadriv} Fixed compile by removing "static" [Miodrag Milanovic]
Moved global new/delete operators into inlines in emualloc.h to avoid
link errors with certain architectures. [couriersud]
Some minor cleanup/normalizing of emualloc in general. [Aaron Giles]
namcops2 updates [Guru]
* Moved Kinnikuman Muscle Grand Prix and Taiko No Tatsujin 9 to
System 256
* Added DVD images for netchu02, soulcl2a, tekken4b, tekken51,
sukuinuf, and soulclb3
Fixed TI PSG (sn76489 and friends) noise and square-wave period to be
maximum length when period register is set to 0. Fixed white-noise
phase/XOR issue: got rid of noise XOR/XNOR select, as all chips seem
to use XOR. [Lord Nightmare, Michael Zapf, PlgDavid]
Preliminary DIP coverage (lives/coinage/test mode) and Player 2
control fix for unclepoo. [Tafoid]
Implemented Z80-DMA interrupts. [Curt Coder]
Fixed a bug in emu/sound/disc_mth.c. This affected spiders.c fire
sound. [MASH]
Minor fix to sn76489: sn76489 wasn't using the correct noise taps (now
matches sn94624, still need to test a real chip) Removed a piece of
useless code, and fixed a comment. [Lord Nightmare]
ui.c,ui.h,windows/input.c: [Miodrag Milanovic]
* removed ui_use_new_ui check used by MESS code
* moved ui_mess_handler_ingame call in proper place, so device UI
callbacks works again
* removed toggle of menu bar (MESS related)
info.c: Moved print_game_categories into info.c, since it can be used
by any driver anyway. [Miodrag Milanovic]
Fresh driver notes added for unclepoo based analysis of the Z80 code.
[Stephh]
k051649.c: fixed bogus for loop in device reset [Fabio Priuli]
Complete rewrite of the Z80-PIO implementation. The handshaking
signals are now more accurately emulated. As a result, the Merit
Megatouch games are no longer working since they relied on the earlier
incorrect behavior. [Curt Coder]
attckufo: Imported MOS6560 device emulation from MESS and removed the
existent custom audio/video emulation [Fabio Priuli]
Corrected visible area and timer speeds to make the fix up some
audio/video problems. [Angelo Salese]
Preliminary merging of hexa.c into the arkanoid.c driver. [Tafoid]
meritm.c: Added scanline timer-based vblank interrupt to work around
the broken V9938 interrupts. Megatouch games are now working again.
[Curt Coder]
zaxxon.c: Fixed Ixion (prototype) inputs [MASH]
i386: Small fix for the i386 core, correcting the LLDT instruction.
This fix sets up the LDTR base and limit values correctly, fixing use
of the LDT. [Barry Rodewald]
Implemented proper irq ack to the deniam.c driver [Angelo Salese]
Implemented irq ack to Big 10 [Angelo Salese]
Implemented irq ack to Aeroboto / Formation Z [Angelo Salese]
segas32.c: Fixed Stadium Cross inputs [MASH]
hexa: merged the remaining code into arkanoid.c [Fabio Priuli]
skyfox.c: added driver data struct and save states [Fabio Priuli]
Hooked up bare bones z180 communication CPU in Cadash [Angelo Salese]
Make mips register names accessible in the debugger expressions
[Olivier Galibert]
Some improvements to Lucky Girl (New HW) [Angelo Salese]
Fixed a bug in debugint.c: Actually make Del and BS delete the last
character. [sz72]
Added driver_data struct and save states to the following drivers:
lkage.c, lockon.c & lsasquad.c. [Fabio Priuli]
Added save states to liberate.c. [Fabio Priuli]
Moved ins8154 emulation from MESS to MAME, needed by future drivers.
[Dirk Best]
namcos23 update: [R. Belmont, Olivier Galibert]
* motoxgo and timecrs2 are now able to sync up and communicate with
the emulated JVS I/O board
* Fixed all games to run VBL toggle
* Documented data and point ROM checks for future use
es5506.c: added save state to both ES5505 and ES5506 [Fabio Priuli]
added driver_data struct and save states to the following drivers:
attckufo.c, m79amb.c, macrossp.c, marinedt.c, markham.c, mayumi.c and
mcatadv.c. [Fabio Priuli]
Added driver_data struct and save states to the following drivers:
madmotor.c, mazerbla.c, mikie.c, mjsister.c, mogura.c, mole.c and
momoko.c. [Fabio Priuli]
namcos23: Panic Park uses the motoxgo I/O board, now it syncs too
[R. Belmont]
namcos23 update: improved "Gorgon" h/w support [R. Belmont]
Added driver_data struct and save states to the following drivers:
megazone.c, meijinsn.c and mermaid.c. [Fabio Priuli]
namcos23: improved documentation, fixed a few POST fails [R. Belmont]
exerion, exeriont, exerionb (exerion.c driver) : [stephh]
* Fixed Dip Switches and Inputs (after verification of the Z80 code)
namcos23 updates: [R. Belmont]
* Documented clocks and syncs measured by Guru
* Added Gorgon JVS I/O board. Final Furlong now gets farther
H8: add bild and bist opcodes [R. Belmont]
namcos23: added nvram for Gorgon. finlflng gets farther. [R. Belmont]
ins8154: Updated to use devcb calls, cleaned up. [Dirk Best]
Namco Super System 23: Add a whole bunch of ram, chips and data roms
mappings [O. Galibert, R. Belmont]
Changed Tecmo World Cup 90 main z80 cpus to 8mhz and vsync to 59.17hz
/ Hard Head sound z80 to 3mhz and vsync to 59.10hz to match original
PCB readings. [Corrado Tomaselli]
Fixed inverted buttons 1 and 2 on f1gp, f1gp2 and Super Formula. They
are Jamma standards boards: brake button is wired to pin 22 and
acceleration button to pin 23 which are respectively button 1 and 2 in
a jamma standard pinout. [Corrado Tomaselli]
Added driver_data struct and save states to the following drivers:
matmania.c, metlclsh.c, mexico86.c, mouser.c, mrflea.c, mrjong.c,
munchmo.c and mwarr.c. [Fabio Priuli]
Added driver_data struct to the following drivers: mgolf.c,
minivadr.c, mosaic.c and mrdo.c. [Fabio Priuli]
Enabled save states to mugsmash.c (everything was already saved)
[Fabio Priuli]
hng64: Added sub-page texture indexing. Fixes many texture lookups in
roadedge and xrally. [Andrew Gardner]
Added driver_data struct and save states to the following drivers:
news.c, nightgal.c and nycaptor.c. [Fabio Priuli]
Added driver_data struct to the following drivers: nitedrvr.c and
nmg5.c. [Fabio Priuli]
enabled save flag in othunder.c (everything is properly saved, but it
seems I forgot about this driver when I device-fied Taito video chips)
[Fabio Priuli]
pic8259: replaced pic8259_set_irq_line with pic8259_irX_w write line
handlers. [Dirk Best]
pic8259: updated to use devcb calls. [Dirk Best]
Improved gfxs in Lucky Girl (New version) [David Haywood]
Implemented device version of the deco16ic tilemap chip [Fabio Priuli]
Converted backfire.c, boogwing.c, dietgo.c, mirage.c, pktgaldx.c,
simpl156.c, supbtime.c, tumblep.c to use the device-fied video chips
[Fabio Priuli]
Added driver data struct and save states to the following drivers:
dietgo.c, mirage.c, pktgaldx.c, supbtime.c and tumblep.c
[Fabio Priuli]
hng64 : More accurately emulated intrinsic camera matrix.
[Andrew Gardner]
Changed all driver_data structs into classes with a simple constructor
and a static allocation function. [Aaron Giles]
Changed MDRV_DRIVER_DATA to reference driver_data::alloc instead of
just providing a size. This function is called to allocate the driver
data. This allows objects to be embedded in the state data and be
properly initialized. [Aaron Giles]
Moved driver data allocation after device list construction so that
devices can be found when the driver data is constructed. [Aaron Giles]
wardner, wardnerj, pyros (wardner.c driver) : [stephh]
* Fixed Dip Switches and Inputs (after verification of the Z80 code)
Converted cbuster.c, cninja.c, dassault.c, funkyjet.c, rohga.c and
vaportra.c to use device versions of the deco16 video chips
[Fabio Priuli]
Made deco32.c independent of deco16ic.c (it only needed a drawing
routine) and removed deco16ic.c now that it is not needed anymore
[Fabio Priuli]
pit8253: Updated to use devcb calls, cleanups. [Dirk Bst]
Renamed decodev->deco16ic [Fabio Priuli]
Added driver data class to funkyjet.c [Fabio Priuli]
Added driver data class and save states to vaportra.c and tumbleb.c
[Fabio Priuli]
Added driver_data class and save states to the following drivers:
backfire.c, boogwing.c, cbuster.c, cninja.c, dassault.c, dblewing.c,
deco156.c, rohga.c, simpl156.c [Fabio Priuli]
twincobr, twincobru, ktiger, gulfwar2 (twincobr.c driver) : [stephh]
* Fixed Dip Switches and Inputs (after verification of the M68000 and
Z80 code)
fshark, skyshark, hishouza, fsharkbt (twincobr.c driver) : [stephh]
* Fixed Dip Switches and Inputs (after verification of the M68000
code)
Corrected default assignment of F10 as the default throttle on/off key
for MAME. The #ifdef MESS is needed here due to it's unique old/new
UI setup. [Miodrag Milanovic]
Naomi updates: [R. Belmont, David Haywood, Andreas Naive, Deunan
Knute, Guru, ANY]
* Fix ROM mirroring in gram2000 and friends
* Preliminary hookup of live decryption. Decryption + decompression
is not yet supported so some games still load trojaned data
instead.
naomi: Fixed decrypt method 2, added many more game keys
[Deunan Knute, R. Belmont]
namcos23.c: Add comments about the irq testing code [O. Galibert]
Tidied up includes in a number of files in src/osd/sdl. [couriersud]
Hook up vblank and just enough controls to pass error screens
[O. Galibert]
namcos23: get Gorgon games out of service mode, fix finlflng sound ROM
loading [R. Belmont]
namcos23: comment the probable dips a tad better [O. Galibert]
Added driver_data class and save states to the following drivers:
ohmygod.c, ojankohs.c and olibochu.c. [Fabio Priuli]
Added driver_data class and save states to the following drivers:
oneshot.c, onetwo.c, orbit.c, othello.c and othldrby.c.
[Fabio Priuli]
Added driver_data class to the following drivers: nemesis.c and nyny.c
[Fabio Priuli]
Improvements to Funworld driver. [Roberto Fresca]
* Fixed Jolly Joker graphics and colors.
* Changed Jolly Joker description to Jolly Joker (98bet).
* Added a new croatian set of Jolly Joker with maximum bet = 40.
* Moved the hardware description and tech notes to the ROM_LOAD
section.
* Added a external default NVRAM for Jolly Card Professional 2.0.
* Updated technical notes.
Implemented proper BIOS/Cart ROM bankswitch in the MACS driver, this
improves program logic in Kisekae Mahjong [Angelo Salese]
Removed the coin latch kludge in the MACS driver [Angelo Salese]
snes.c: minor refactorization [Fabio Priuli]
namcos23: fix the data rom mappings [O. Galibert]
rallybik, truxton (toaplan1.c driver) [stephh]:
* Fixed Dip Switches and Inputs (after verification of the M68000 and
Z80 code)
snes.c: temporarily reverted implementation of mult/div through timers
since it breaks some SNES games on the MESS side [Fabio Priuli]
namcos23: timecrs2c reaches the test mode [O. Galibert]
Fixed MT3698 (NOWERROR=1 casues -fno-strict-aliasing to be dropped).
[couriersud]
Fixed save state support in custom namco devices (50,51,53) and
galaga.c. Also resolves MT03268: All sets in galaga.c: Problem with
Savestates. [couriersud]
naomi: convert GD-ROM games to use real PIC dumps [David Haywood]
Add MAME-ified version of SoftFloat library [John R. Hauser]
Merged kingdrby.c and cowrace.c drivers [Angelo Salese]
namcos23: working inputs for TC2 test mode [R. Belmont]
namcos23: Document gun I/O boards [Guru]
hng64 : An initial implementation of hardware lighting.
[Andrew Gardner]
zerowing, zerowing2 (toaplan1.c driver) [stephh] :
* Fixed Dip Switches and Inputs (after verification of the M68000 and
Z80 code)
namcos23: fix Time Crisis 2 coin input [R. Belmont]
New games added or promoted from NOT_WORKING status
---------------------------------------------------
Mortal Kombat 3 (bootleg of Megadrive version)
[Mariusz Wojcieszek, Patrick McCarron, Smitdogg, The Dumping Union]
Bug Fever (5 sets) [Brian Troha, Dumping Union]
Uncle Poo
[Team Europe, Dumping Union, Rene Single, David Haywood, Angelo Salese]
Champion Number [f205v, David Haywood, Angelo Salese]
New clones added
----------------
Pit Fighter (rev 9) [B. Sparks, Smitdogg, The Dumping Union]
Time Crisis 2 (TSS4 Ver.A, Super System 23) [Guru]
Pushman (Top Tronic license)
[MrGoodwraith, Ren?\195?\169 Single, Smitdogg, The Dumping Union]
Blades of Steel (Version L)
[R. Mucciarelli, Phil Bennett, Smitdogg, The Dumping Union]
Touchmaster 4000 (v6.03 Standard)
[jeremymtc, Brian Troha, Smitdogg, The Dumping Union]
Alien Invasion [Andrew Welburn, Brian Troha, The Dumping Union]
Soul Calibur (SOC14/VER.B) [Guru]
Jolly Joker (40bet, croatian hack) [Roberto Fresca, Team Europe]
Touchmaster (v2.2-01 Standard)
[S. Austin, Smitdogg, The Dumping Union]
Smash [Trevor Brown]
X-Men: Children of the Atom (Japan 950105) [Razoola]
Maya (set 1)
[Team Europe, Dumping Union, Rene Single, David Haywood]
King Derby (Taiwan bootleg) [Team Europe, Dumping Union] (not working)
Cherry Master (Watermelon bootleg / hack) [William Ostronic]
Cherry Master (Fun USA v2.5 bootleg / hack) [William Ostronic]
Aracnis (bootleg of Scorpion on Moon Cresta hardware) [f205v]
The Pit (bootleg on Moon Quasar hardware)
[Andrew Welburn, David Haywood]
Safari (set 2, bootleg?) [f205v]
Moon Cresta (Nichibutsu UK) [Andrew Welburn]
Armed Police Batrider (Taiwan Revision A) [Anonymous]
New games marked as GAME_NOT_WORKING
------------------------------------
L.A. Machineguns [ANY]
The Ocean Hunter [ANY]
Royal Gum [Siftware]
Quote:2010/02/16 2.32 released
- "Audio" menu was added to the main screen (the fifth from the right). The
tempo of CD-DA (CD sound source) and ADPCM sound source can be fine-tuned
by "Audio->Adjust CD-DA" menu.
In the game of the visual scene that long CD-DA played (Opening of "Kaze
no Densetsu Xanadu" etc.), the problem that the sound shifts can be solved
without cutting the V-Sync setting.
*[Adjusting method]...Please confirm the frequency of the display with
Ootake started. The confirm method of the frequency is different each the
PC-display. It is thought that there are "Information menu" etc. and
select it. Two kinds of frequencies of "H" and "V" are displayed. Select
a value that is the closest to the frequency of the "V"(Vertical
frequency) at this menu.
- The frequency might not be able to be confirmed on the display of the
notebook computer. In that case, please look for the best frequency
feeling while watching the operation of the game to which the sound
shifts (Note that there is a game to which the sound originally shifts
with a real machine, too.). Decrease the frequency if the sound is
early, and increase the frequency if the sound is delayed.
- This setting is separately preserved respectively by the window mode
and each resolution of the full-screen mode.
- In CD full installation function ("CD-ROM->CD FullInstall" menu), the bug
that the first voice track was not able to be taken correctly was
corrected.
* The game that cannot be correctly taken is displayed (on left-top of the
screen), "Bcd:(the game name)". In that case, please start the game from
real CD-ROM again. And, please install again. When it was installed with
v2.32(or more), it becomes a display of "Fcd:(the game name)".
- The processing of playing CD-DA was corrected. In "Cosmic Fantasy", the
problem that the tune was not occasionally played (generation from v2.29)
was solved.
- The speed and timing were brought close to the movement of a real machine.
In "Silent Debuggers", the problem that the status screen had shaken
uncommonly (generated by v2.31) was solved. In the gambling scene of
"Youkai Douchuuki", the problem that the screen has fallen into disorder
by one frame (generated by v2.31) was solved.
- Additionally, a detailed part has been improved and corrected.
And
Quote:2010/02/27 2.33 released
- "CD-DA Delay Frame" was added to "Audio" menu. Whether how much display
delay of the liquid crystal display of the personal computer exists is
set. As a result, CD-DA(CD sound source) can be matched to graphic timing.
(Default = The play timing of CD-DA is delayed by two frames.)
Set it to 0 when you use the cathode-ray tube display without the display
delay oppositely.
- At the full-screen mode, when "Audio->Adjust CD-DA Plus 0.05Hz" was
selected, if the resolution of full-screen changes, the bug with a not
correct display of the selective state was corrected.
- When CD full installation ("CD-ROM->CD FullInstall" menu) is used, in the
game that the music play across two or more tracks exists (moai stage of
"Gradius II" etc.), the bug the track since the second is not played was
corrected.
- When the command line started, optional "/cd" for the CD-ROM start was
added.
- In the personal computer environment that removes the CD-ROM(DVD,BD)
drive, the bug not to be able to play with the file that installed (
"CD-ROM->CD FullInstall" menu) was corrected.
- 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/Ootake233-for98.zip
MAMETesters Bugs Fixed
----------------------
- 03724: [Speed] mrdo: Incorrect XTALs cause for problems with
refresh rate and game speed. (Tafoid)
- 03706: [Sound] lastday, gulfstrm: Audio Regression (M.A.S.H.)
- 03704: [Sound] evilston: Missing sound (M.A.S.H.)
- 00993: [Crash/Freeze] sharrier: [debug] Crashes when a specific
sample is being played during gameplay. (Phil Bennett)
- 03692: [Crash/Freeze] kurikint: Service Switch error (M.A.S.H.)
Source Changes
--------------
Fixed Dip Switches and Inputs (after verification of the Z80 code)
for 'scramblb', 'scramb2', 'bagmanmc', 'dkongjrm', 'rockclim' (also
updated memory map for this last game). [stephh]
am29k: fix PPC GCC compile error [R. Belmont]
Added Sega ID# for newly added version of INDY 500 and correct the
spelling of attract. [Brian Troha]
minor information update for Viper 1 games in seibuspi.c.
[Brian Troha]
Fixed disassembly of PDP1,TX0 and APEXC [Robbbert]
Fix immediate crash on startup of GTK debugger. [R. Belmont]
namcos11: use real C76 BIOS for audio and I/O
[R. Belmont, Olivier Galibert, Guru]
Cleaned up comments refering to old driver names, and updated clone
names in drivers from 0-K. [Tafoid]
[APEXC] 1. Added pseudo PC register for the debugger, it will now
highlight the next instruction to be executed. 2. Added "normal"
addresses to disassembler output, so anyone can see the program flow.
[Robbbert]
Sega misc wip: [Fabio Priuli]
- split dependences of system16 games from bootleg ones
- moved some .h files to includes/
- removed some unneeded include
- removed some dead code
- added driver data struct to segahang.c, segaorun.c, segas16a.c,
sega16b.c, segas18.c, segaxbd.c & segaybd.c
- added save states to segas16a.c
Fixed Dip Switches and Inputs (after verification of the Z80 code) for
'ozon1', 'ladybugg', 'vpool'. [stephh]
Added driver data struct to system 16/18 bootlegs and removed most
unused code. [Fabio Priuli]
Implemented reels in Treasure Island (Subsino), same as goldstar.c
[David Haywood]
Converted Sega 315-5248, 315-5249 and 315-5250 custom ICs to be
devices and updated drivers accordingly. [Fabio Priuli]
[PDP1] Display the PC in hex as well as octal. [Robbbert]
Converted hornet.c to use the Konami 037122 device and removed the
old code. [Fabio Priuli]
Converted gticlub.c, nwk-tr.c and zr107.c to use the Konami 001604
device and removed the old code. [Fabio Priuli]
carjmbre.c - Added XTAL, corrected second z80 speed and added DIP
LOCATIONS for driver. [Tafoid]
Improvements to Treasure Island: [Roberto Fresca]
- Added proper inputs.
- Added coin/keyin/keyout/payout counters.
- Limited the bet and coin pulses to avoid repeats and coin jams.
- Added complete coinage and keyin DIP switches.
- Added main game and double-up rates DIP switches.
- Added minimum bet DIP switches.
- Added maximum bet DIP switches.
- Added main game and double-up limit DIP switches.
- Added payout mode and auto take DIP switches.
- Added DIP locations as seen in the settings mode.
- Added demo sounds DIP switch.
- Created proper button-lamps layout.
- Added technical notes.
- Some clean-ups...
Dumped IC1 from Giant Gram 2000 [Joerg Hartenberger]
Fixed bonus game gfxs in Treasure Island (Subsino) [Angelo Salese]
Fix os2 auto-detect [KO Myung-Hun]
Preliminary Panasonic MN10200 CPU core and Taito ZOOM ZSG-1 sound
system [Olivier Galibert]
Document FPGA-provided "ic1" data in gram2000 [Joerg Hartenberger]
Implemented flip screen in Hanaroku [Angelo Salese]
Fixed video emulation in Best League (World Cup version)
[Angelo Salese]
Fix DISTRO=gcc44-generic make shortcut to use gcc-4.4 properly
(-V 4.4 does not work for linking) [couriersud]
Minor changes for internal render debugger [couriersud]
- ui_input_frame_update is now global
- moved element_component from rendlay.c to rendlay.h
- added ability to rendlay.c to define "container" components. These
simply provide a render_container.
Added DEBUG_FLAG_OSD_ENABLED to allow coexistence of debuggers going
forward. Replaced all occurrences of OPTION_DEBUG in src/osd/* by
checking machine->debug_flags. Replaced all occurrences of
DEBUG_FLAG_ENABLED in src/osd/* by DEBUG_FLAG_OSD_ENABLED For the
time being, DEBUG_FLAG_OSD_ENABLED is default (set in mame.c).
[couriersud]
Fixed Dip Switches and Inputs (after verification of the Z80 code) for
'bongo', 'porter'. [stephh]
Implemented Actel FPGA ID, used by some Naomi games for accessing a
special ROM check mode [Deunan Knute, Angelo Salese]
Documentation update for Hotdog Storm, IE: The PCB ID number and tile
map chip info. [Brian Troha]
Add and hook up ZOOM ZSG-2 skeleton [Olivier Galibert]
Doesn't do much at the moment, but the increase in documentation value is
significant (we're documenting the sample compression format, for one thing).
New driver for Sigma B52 system. ACRTC implementation is a bit hacky
due to its preliminary emulation status. [Roberto Fresca]
lethal.c - Verified clocks and vsync from orginal PCB
[Corrado Tomaselli]
adp.c: hooked up (with a hack) gfx rom in hd63484 memory map [robiza]
Hooked up coin input and start input in skattv. [robiza]
astrocde.c - Fixed the Bonus Life dipswitch for gorf and clones.
It's state was inverted. [Tafoid]
[I8255] Clear output lines to 0 on write to mode register, and float
input lines to 1. [Curt Coder]
Simplified/combined MAME and MESS code: [Miodrag Milanovic]
- Moved compatibility validation into MAME core from MESS.
- Made GAME_NO_SOUND check done on MESS too.
- Removed MESS dependent checks
- Renamed GAME_COMPUTER_MODIFIED to GAME_UNOFFICIAL to mark
unofficial hardware modifications
- Removed GAME_COMPUTER it is distinct by IPT_KEYBOARD
- Added GAME_NO_SOUND_HW (to mark that there is no sound hardware)
and marked drivers in dotrikun.c, minivadr.c and tgtpanic.c as
such
- Removed GAME_SHARE_ROMS flag and commented old check for
duplicate ROM entries
- Moved natural keyboard support from MESS to MAME
- Moved OSD file functions and clipboard access functions into OSD
core
- Significantly reduced the number of new OSD functions needed by
MESS [with couriersud]
Fixed Dip Switches and Inputs (after verification of the Z80 code) for
'tazzmang'. [stephh]
snes wip: [Fabio Priuli]
* added a couple of registers to snes_ppu struct
* moved color blending (background & subscreen color
addition/subtraction) at the end of the drawing process.
* removed some unused (and not working anymore) debug code
* fixed the remaining debug functionalities
* moved colour struct to be another layer (simplifying some code)
* updated hires blending to work with two pixel at time.
* fixed clipmasks with hires modes
hng64 : Initial implementation of 0x10-sized palette pages for 3d
objects. This makes most environment colors correct in sams64.
[Andrew Gardner]
[VIA6522] Read port A/B only if some pins are inputs. [Curt Coder]
Fixed Dip Switches and Inputs (after verification of the Z80 code)
for 'dambustr' and clones. [stephh]
Internal debugger using the mame rendering infrastructure [couriersud]
- added support for arbitrary number of containers for render_target
- added command-line parameter -debug_internal (-di) to use the
internal debugger when in debug mode
- internal debugger supports all views except memory view
- added "Debug" view to layout/vertical.lay to create more place for
debug views in vertical games.
NOTE: The colors are ugly. Font rendering needs improvement. There
are no shortcut keys right now. There is still a lot of room for more
improvements. However, it works and does not depend on any ui
toolkit. The interface has been designed to support displaying views
programmatically e.g. from the ui.
Short HowTo:
- Start MAME with "-debug -di"
- Console, register and disasm views will be shown. Place them by
dragging the view on the title bar.
- Views can be resized by dragging the bottom-right yellow square.
- The view having the focus has a green background title bar.
- Hit "Tab" (IPT_UI_CONFIGURE) to show the menu.
- Console and disasm views support a very simple facility to
support entering commands and addresses. Just start typing.
Hit "enter" when finished.
irobot.c - Added XTAL values from manual and hooked up to driver for
main/sound CPU. [Phil Bennett/Tafoid]
rungun: fix text tilemap lookup for big-endian targets. [R. Belmont]
Added Intel 8021/8022 CPU types. [Curt Coder]
irobot.c - Added/verified Dip Locations per manual and test mode.
[Tafoid]
Workaround for gcc-4.3 reporting a false warning on solaris: disable
-Werror for this file only. [couriersud]
Cleaned up SDL OSD functions after merging in code from MESS.
[couriersud]
wrally.c - Added/verified DIP Locations for World Rally [Guru]
Fixed long-standing (day one?) bug with ADPCM samples in Trojan /
Tatakai no Banka [Mamesick, Angelo Salese]
Fixed Dip Switches and Inputs (after verification of the Z80 code) for
'espial', 'espialu' and 'netwars". [stephh]
Got Mortal Kombat 3 (bootleg of Megadrive version) to boot. Still
missing some key inputs. [Mariusz Wojcieszek]
New games added or promoted from NOT_WORKING status
---------------------------------------------------
Midnight Resistance (bootleg with 68705) [IQ_132]
Sexy Boom [Mariusz Wojcieszek]
Treasure Island (Subsino)
[Team Europe, Dumping Union, Angelo Salese, David Haywood,
Roberto Fresca]
Ghost Chaser Densei (SNES bootleg) [Tomasz Slanina, XingXing]
Skill Drop Georgia
[Luca Elia, Smitdogg, Brian Troha, The Dumping Union]
Logic Pro Adventure
[Guru, D. Beneke, snoopy, pongplaya, W. Belk, hap, S. S. Neilson,
JacKc, The Dumping Union]
Pachifever [Tomasz Slanina]
New clones added
----------------
INDY 500 Twin (Revision A, Newer) [Brian Troha, Dumping Union]
Fantastic Journey (ver AAA) [Tirino73]
Name That Tune (3-23-86) [Kevin Eshbach]
E.D.F. : Earth Defense Force (bootleg)
[Team Europe, Rene Single, Dumping Union] - not working
Out Zone (set 5) [Corrado Tomaselli]
Ghosts'n Goblins (World? set 3) [Corrado Tomaselli]
Bagman (bootleg on Crazy Kong hardware)
[Team Europe & Volker Hahn] - not working
Magical Tonic / Magical Odds? [David Haywood] - not working
Spiders (set 3) [Team Europe]
Raiden (US, SEI8904 + SEI9008 PCBs)
[tormod, Smitdogg, The Dumping Union, David Haywood]
Asterix (ver AAD) [Luis "Datasat"]
Pang! 3 (Euro 950601)
[Gerald (COY), B. Sparks, Smitdogg, The Dumping Union]
New games marked as GAME_NOT_WORKING
------------------------------------
Mr. Kicker [krick, MrGoodwraith, Smitdogg, The Dumping Union]
Crackin' DJ [Guru, R. Belmont]
Joker's Wild (B52 system, set 1)
[Roberto Fresca, Tomasz Slanina, Gerald Vanderick]
Joker's Wild (B52 system, set 2) [Roberto Fresca, Tomasz Slanina]
Joker's Wild (B52 system, Harrah's GFX)
[Roberto Fresca, Tomasz Slanina, Gerald Vanderick]
State saves data changed version.
Established the option to lock the window size.
Established a dedicated thread option to flip.
VDP1 established the drawing thread always run option.
Basuueito established the option to enable.
Changed the version of the recorded data.
Fix bug when closing the option to hang.
Quote:Changelog:
* added Direct3D HLSL pixel shader support [mudlord]
* fixed a signal issue that caused loading games to take 1-2 seconds longer in v059
* 21fx API revised to its final form, S-MSU (public documentation pending)
* worked around QTBUG-7188 to fix multi-file 7-zip file listbox to update when scrolling
* added scale max - normal, wide, and wide zoom modes to fullscreen mode
* added overscan cropping tool (needed for wide zoom mode; useful for developers simulating games on a real TV)
* added "go up one folder" button to file load dialog
* added group (un)assignment to the input settings window
* now honors input.allowInvalidInput setting; defaults to false [Jonas Quinn]
* cheat code editor grays out empty slots
* cheat code editor adds "clear selected" button to quickly erase multiple cheat codes
* to load folders as game images, folders must end in .sfc, .bs, .st, .gb now
* debugger: added S-CPU (H)DMA registers; S-SMP registers; S-DSP registers to properties list
* snesfilter: HQ2x filter is now multi-threaded (scales infinitely: the more cores you have, the less overhead required)
* pixelshaders: added screen curvature shader to simulate curved CRT tubes
* source: lots of code cleanup, as always
Quote:2010/02/11 2.31 released
- In CD full installation function ("CD-ROM->CD FullInstall" menu), the bug
that the music track of some games was not able to be taken correctly was
corrected.
* The game that cannot be correctly taken is displayed (on left-top of the
screen), "Bcd:(the game name)". In that case, please start the game from
real CD-ROM again. And, please install again. When it was installed with
v2.31(or more), it becomes a display of "Fcd:(the game name)".
- In some games, the bug that a few seconds of the end of the CD-DA sound
source are not played (generation from v2.11) was corrected.
- The timing of VDC (video chip) processing was brought close to the
movement of a real machine. In "Kakutou Haou Densetsu Algunos", at the
BATTLE MODE, the problem (generation from v2.00) that had stopped was
solved.
- The speed and timing were brought close to the movement of a real machine.
At the stage clear of "Parasol Star", the problem that the screen
occasionally shook uncommonly 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/Ootake231-for98.zip
- Added the MAME documents into the docs folder.
- Moved the MisfitMAME documents into the docs folder.
- Added the change history that has survived, into this file.
- Fixed MT bugs 2087 and 2153 - Qbert will now say "Hello I'm turned on"
- Added an extra option in Neogeo video options menu, you can
choose to stretch screen to 272 pixels. This removes the black
border in Puzzled and the cartoon intros.