MAMETesters Bugs Fixed
----------------------------------
01795: [Misc.] tm, tm3k, tm4k, tm5k, tm7k: Day on clock doesn't work (Luigi30)
01717: [DIP/Input] arcadecl, sparkz: Service Key mapped twice. (stephh)
01713: [DIP/Input] spaceg: All joystick/buttons mapped twice. Button 1 is mapped 3 times! (stephh)
01791: [DIP/Input] asterock: Unable to credit up or play the game. Also, there are discrete sound issues. (Fabio Priuli)
01790: [DIP/Input] zerowng2: Last "Unused" dipswitch is for territory. (Roberto Fresca)
01738: [Misc.] neruton: Typo in title (Roberto Fresca)
01787: [DIP/Input] columnsu: 1st unknown dip switch indentified (Roberto Fresca)
Renamed ports and used AM_READ_PORT macros in arcadecl. [stephh]
Add feature to the cia6526: in READ operation the value can be forced by a external circuit; this feature is necessary for MESS. [robiza]
undrfire.c improvements: [Philip Bennett]
* Hooked up cbombers steering wheel input.
* Changed ES5505 clock rate to 30476100/2.
* Unified cbombers memory maps and tidied up some code.
* Removed the undrfire speedup hack.
Marked the sound roms on Q*Bert's Qubes as bad and changed the flag to imperfect sound. The current sound cpu roms are the same as on a normal Q*Bert board, which is incorrect. At least three sound effects are present in the real qq-snd roms but not the Q*Bert qb-snd ones. [Lord Nightmare]
Fixed the ROZ effect in Namco NA1 driver. ROZ tilemap is actually an additional tilemap. Fixes a bug where a "roz enable" test was causing a normal layer to be rendered with ROZ effects in-game. There is no roz enable register - it's always available for mixing with other tilemaps and sprites. This also adds a missing NAMCO logo zoom/spin effect in Emeralda's attract mode. [Phil Stroffolino]
Added memory address parameter to CDP1802 DMA callbacks, and added a macro for the CPU interface. [Curt Coder]
Rewrote the Gaelco video ram encryption, which finally makes sense. The key observation was that when decrypting the second word, both encrypted and decrypted bits of the first word are used. Many thanks to Javier Valero for the detailed information that made this possible. [Nicola Salmoria]
Fixed coin inputs, added validator input, and added notes on inputs to the tmaster driver. [Luigi30]
Merged memory maps for drivers: tagteam, tail2nos, tankbatt, tankbust, taotaido, targeth, and taxidrvr. [Andrew Gardner]
New driver for old Game-A-Tron gambling games hardware.
[Roberto Fresca]
- Properly decoded graphics.
- Proper memory map.
- Added NVRAM support.
- Proper Inputs through 8255 PPI I/O chip.
- Both games are working.
- Added technical & game notes.
New universal dynamic recompiler system: [Aaron Giles]
The central module is drcuml.c, which defines a universal machine language syntax that can be generated by a frontend recompiler and then retargeted via a generic backend interface to any of a number of different architectures. A disassembler for the UML is also included to allow examination of the generated UML code.
Currently supported backend architectures include 32-bit x86, 64-bit x86, and a platform-neutral interpreted C backend that can be used as a fallback for platforms without native support. The C backend also performs additional validation to ensure assumptions are met.
Along with the new architecture is a new MIPS III/IV recompiler frontend. This frontend has been rewritten from the old x64-specific recompiler to generate UML opcodes instead. This means that the single recompiler can be used to target multiple backend architectures and should in theory produce identical results across all of them.
The old 32-bit and 64-bit MIPS recompilers are now officially retired. The new system provides similar performance (within 5% generally) to the old system and has similar compatibility. The only currently known issues are some problems with the two Gauntlet 3D games.
Added DS5002FP CPU core. [Manuel Abadia]
Added CDP1852 I/O buffer chip, and used it in Altair/Draco. [Curt Coder]
Found the proper algorithm to decrypt the blue TAB PCB in the funworld driver. Replaced the old decryption tables with the proper decryption scheme. Updated technical notes. [Roberto Fresca]
Added uncompressed AVI recording: [Aaron Giles]
Extended aviio to be able to write RGB bitmaps. Unfortunately, the only option is fully uncompressed, which means the resulting AVIs are *HUGE* and may not play correctly in realtime due to high data rate. The intention is that these uncompressed AVIs are post-processed by other utilities to compress the video and produce a realtime playable result.
Added new command-line option -aviwrite which works just like -mngwrite, except it produces AVIs and streams sound to them. Updated documentation accordingly.
Shift+F12 still produces MNGs for now, though this might change in the future.
Modified fileio.c to retain the full pathname to the file so that it can be queried while the file is open.
Updated TMS5200/5220 documentation and comments. Fixed the chirp table implementation in both the 51xx and 52xx chips. [Lord Nightmare]
Fixed default dipswitches on thoop to give more than 1 life. [David Haywood]
Bug fixes for NamcoNA Hardware: [Phil Stroffolino]
- support for scanline effect (fixes invisible dolphin in Emeralda attract mode)
- ROZ implementation no longer breaks Numan Athletics pixmap layer
- blitter fixes; ay graphics are now correct
- identified extra communications RAM used by ay (probably to control printer)
Fixed crash in dynax games due to missing MSM6242 device. [Dirk Best]
Changed Black tiger main Z80 clock to 6MHz and sound Z80 clock to 3.579545MHz as verified on PCB. [Corrado Tomaselli]
Consolidated opbase variables into a structure and rescoped them so they are hidden for general access. [Atari Ace]
New games added or promoted from NOT_WORKING status
--------------------------------------------------------------------------------
Pit Boss Superstar [Hugh McLenaghan]
Chase Bombers [Phil Bennett]
Card Games? [Roberto Fresca]
Slots Game? [Roberto Fresca]
World Rally [Manuel Abadia, GAELCO SA]
beatmania 7th MIX (ver JA-B) [Chizzy]
New clones added
--------------------------------
The Legend of Kage [Stefan Lindberg]
Megatouch III (9255-20-06 RON) [Brian Troha]
Ghox (set 2) [Tormod Tjaberg]
Demon's World / Horror Story (early edition) [Brian Troha]
Legendary Wings (bootleg) [Sonikos]
New games marked as GAME_NOT_WORKING
----------------------------------------------------------------------
beatmania THE FINAL (ver JA-A) [Chizzy]
2008/05/07 1.49 released
+ This will be an important talk for the future of "PC Engine(TG16)"
emulator. Please read though it is my not good English Language.
+ "Ootake" is not satisfied with "the game was able to be started".
"The game can enjoy even ending" is a target. Therefore, Ootake sticks to
detailed reproduction. Especially, it sticks to the reproduction of
"Reactive speed of the Joypad".
+ Please do seriously and compare the Shooting & Action game by
"MagicEngine(Charge)" and "Ootake(Free)". Perhaps, almost playing by
"Ootake(the delay after the pad is operated is minimum)" will be able to
take a high score. I think the difference of the operation feeling to be
felt.
+ This greatly influences "Played happiness", too. Though it becomes
a severe opinion, it will not be able to enjoy the game enough by
"MagicEngine(the delay from the pad operation to the reaction is large)".
The delay also has danger of making it to the one to which even
"Evaluation of the game" was mistaken. Therefore, "Ootake" is checked
always severely "Whether it is possible to enjoy it by the sense similar
to a real machine or not?". Because it is a respect of minimum to a past
masterpiece "PC Engine(TG16)" game.
About the delay measures of "Ootake"
- http://www.ouma.jp/ootake/delay.html
+ There are no feelings that criticize "MagicEngine". I think that it did
wonderful work. But, it greatly delayed the development of "PC Engine"
emulator compared with other machine(NES,SNES,GENESIS,etc.) emulators.
Because the monopolized (even the BAD ROM-image could be played)
"MagicEngine" was "Source closed-door".
Other machine(NES,SNES,GENESIS,etc.) emulators has developed greatly by an
excellent source code and information on hot people.
+ Fortunately now, "Mednafen(Free)" and "Ootake(Free)" exist. Those
reproduction level is higher than "MagicEngine". And, they keep disclosing
the source and information.
I feel that it is time when "MagicEngine" also discloses the source and
information if "PC Engine(TG16) is loved. This is my selfish hope.
Because the continuance of development can be handed over to young people
who love retro game.
"Even future generations keep telling an old masterpiece with perfect
reproduction." I think that this is essence of the emulator.
+ Thank you for reading. Hereafter, they are update details of v1.49.
- "Set Other SystemCard image" and "Play with Other SystemCard" were added
to "CD-ROM" menu. "System card of an old version" can be set (It is
possible up to two), and it can be started at once.
- "Play with Backup-RAM Full" was added to "CD-ROM" menu. The state that the
capacity of backup RAM becomes full is reproduced, and the warning screen
of each game can be seen.
- The processing part of ADPCM sound was brought close to a real machine. In
"Urusei Yatsura", the warning voice full of the capacity of backup-RAM is
sounded to the last minute.
- When "Arunamu no Kiba" is started, the message of "Recommend Install" is
displayed. ("CD-ROM->Install(CDspeed-up)" menu) Then, it is possible to
play with stability.
- Additionally, a detailed part has been improved and corrected.
2008/05/14 1.50 released
+ Please let me do a little an important talk for the game field. It is
continuation of the story (Input Delay(Lag) problem) written last time.
+ The delay influences people who do not feel the delay, too. Even if you
cannot feel the delay, the difficulty of the game goes up certainly, and
the pleasure of the game certainly falls. As a result, there might be a
case that goes away from the game (Or, the played frequency decreases.
Without recognizing the cause for myself).
+ "Golf game" is the most remarkable to feel the delay. Please play
"Naxat Open"(the masterpiece golf game of "PC Engine") by full-screen(for
easy to watch). And, watch the power meter(small circle) of the screen
seriously when you swing. In the state, push the button of the pad when
the power meter(small circle) came right above person's head. When playing
with the display monitor where delay hardly exists, in "Ootake", the meter
(small circle) stops at once if the button is pushed.
But, in "MagicEngine(input-lag is large)", the meter(small circle) stops
in the place that shifted to the right a little.
If you do not push the button (do not shot) after this, this test can be
repeated. Please try repeatedly. And, you must feel the difference of
"Play Sense".
+ When you recognize the input-lag, if you push the button ahead of time, it
becomes a temporary solution. However, you will not feel good feelings
in the method. True interest of the action game is ruined.
Though it is not desirable, the timing of the golf game can become
accustomed. However, the timing of the baseball and tennis game becomes
unnatural late. Because up, down, left, and right movement is necessary.
Even the timing of other actions and shooting games is similar.
+ As a result, I strongly worry about the misunderstanding (difficult and
not interesting for the delay) of the game.
* Example of measures on emulator author side
-> http://www.ouma.jp/ootake/delay.html
* Measures on user side PC environment
-> http://www.ouma.jp/ootake/delay-solution.html
+ Therefore, please read above-mentioned "Measures on user side PC
environment", and make a good PC environment if possible. And, in
"Ootake", enjoy playing "PC Engine(TG16)" games sincerely.
+ Thank you for reading. Hereafter, they are update details of v1.50.
- "Show FPS" was added to "Info" menu. "Frame Rate (frames displayed per one
second)" is displayed on the screen(left-bottom). When the personal
computer is an enough speed, this keeps almost 60(occasional 59). When
this frequently falls below 60, the processing speed of the personal
computer is insufficient. In that case, please lighten the setting(
FullScreen[F12] or "Volume->Light PSG" menu).
- In the start demo of "Efera & Jiliora - The Emblem From Darkness", the bug
that the voice had become interrupted (generated by v1.49) was corrected.
- When source is compiled with gcc, the part that was not able to be
compiled correctly according to the version of gcc was corrected.
- Additionally, a detailed part has been improved and corrected.
* Fixed a bug in Bitmap OAMs.
* Fixed a bug in Plugins Management.
Linux version
* Added support for Drag&Drop.
* Added support for command line.
* Fixed a bug in MemoryView, now you can select,copy and modify.
* Fixed a bug in Key config.
* Fixed a bug in Bitmap OAMs.
* Fixed a bug in Plugins Management.
Direct Sound Plugin 1.0.1.0
* Fixed a bug in Syncronize routines.
* Now the plugin uses the iDeaS's interfaces
Audio Plugins for Windows & Linux users
It's preferable to use one audio plugin, if you are using Paula PlugIn you must remove DirectSound PlugIn or viceversa.
- [TUTOR] Changed joystick to use keypad instead of arrow keys by default. [Fabio Priuli]
- [VECTREX] Fixed bug #1569 [Mathis Rosenhauer]
User Interface Changes:
-------------------------------------
- Fixed bug in file selector that could cause paths to contain extraneous separators. (bug #1595) [Nate Woods]
- Shift+ScrollLock now triggers a paste command. [Nate Woods]
Source Changes:
--------------------------------
- The core is based on MAME 0.125. This incorporates all features of the update to this core. [MAME team]
- Major changes to transition MESS's device system onto MAME's device system. [Nate Woods]
- Converted printers, snapshots and quickloads to the new device system. [Nate Woods]
- Fixed memory bug in the hash file parsing code that could cause problems in debug builds. [Nate Woods]
- Converted CDP1861 and CDP1864 display controllers to devices. [Curt Coder]
- Updated WD17xx floppy implementation; busy signal is now set correctly. [Miodrag Milanovic]
- Clarified error message when MESS fails to load because of a device that is expected to be present. (bug #1493) [Nate Woods]
- Created a 'dumpkbd' debugger command to dump all natural keyboard info. [Nate Woods]
- Fixed a regression in natural keyboard support that could cause certain keys to not be recognized. (bug #1564) [Nate Woods]
- Converted HD63450 DMA controller to the new device system. [Barry Rodewald]
- New MESS specific OSD call: osd_get_clipboard_text(). [Nate Woods]
- Changed Apple FDC/IWM implementation to be a MAME device. This affects the Apple II, Apple III, Apple IIgs, Lisa and Mac drivers. [Nate Woods]
* Fixed a bug in POWCNT1 register.
* Fixed a bug in BLX opcode.
* Fixed a bug in Character Base Block.
* Fixed a bug in Textures Management.
* Fixed a bug in 0xE AR opcode.
* Fixed a bug in LDRH Post Index Opcodes.
* Fixed a bug in free textures.
* Fixed a bug in Alpha Blending Effects.
* Fixed a bug in bind textures.
* Fixed a bug in Texture Coordinates Transformation.
* Fixed a bug in Textures Blending.
* Added advanced Textures Management.
* Added support for GdiPlus for scaling operations.
A special thanks Soldus and to the microbe MaxPower.
MAMETesters Bugs Fixed
-----------------------------------
01752: [Core] Warnings making standard .124u4 in GCC 4.3.0 (mingw) (Aaron Giles)
00149: [Misc.] No error report for invalid BIOS setting. (Aaron Giles)
01628: [Sound] bgaregga, bgareghk, bgaregnv, bgaregcn, bgaregt2: Sound broken (robiza)
01757: [Graphics] fieldday, undoukai: Graphics Corruption. (robiza)
00249: [Graphics] vangrd2: [possible] In cocktail mode, or when the flip screen dip is set, the score display is not flipped. (robiza)
00506: [Graphics] marvins: Screen flipping isn't correctly supported (robiza)
01744: [Graphics] gradius3, grdius3a, grdius3e: missing title text in intro (robiza)
01747: [Graphics] dietgo, dietgoe, dietgou, dietgoj: A ToDo note no more needed into the driver. (robiza)
01430: [Graphics] riskchal: Sprite-tile priority problem (robiza)
01750: [Graphics] troangel, newtangl: Corrupt sprite graphics in game (robiza)
Source Changes
--------------
snookr10 updates: [Roberto Fresca]
- Decrypted the apple10 tile matrix.
- Partially decrypted the apple10 color codes.
- Added encryption notes.
- Updated technical notes.
Added DISCRETE_KEY_SALLEN_FILTER to discrete sound system. [couriersud]
Added discrete mixing and filtering to irem games using m52-sound-c boards: mpatrol, travrusa. [couriersud]
Proper implementation of the tile/sprite priorities in m90 driver. This fix priorities in quizf1, riskchal amd maybe more m90 games. [robiza, Corrado Tomaselli]
Fix AY-3-8910/YM2149 and derivatives envelope handling. [couriersud]
Funworld games: [Roberto Fresca]
- Fixed AY8910 volume to all games to avoid clips.
- Merge bigdeal and funworld machine drivers thanks to the AY8910 rewrite.
- Removed old unaccurate commentary about magiccrd tiles.
De-hacked metro tilemaps. [David Haywood]
Sandii' Games: [Roberto Fresca]
- Created a new machine driver for tenballs due to different memory map.
- Worked all the input ports from the scratch.
- Fixed the sound ROM_REGION.
- Added the oki6295 emulation to all games.
- Hooked output ports.
- Documented and calculated all bits related to lamps.
- Adjusted palette lenght to 256 colors.
- Totally decrypted the apple10 color matrix. Now colors are perfect.
- Created a new machine driver for apple10 due to encryption.
- Reverse engineering the code to complete the DIP switches.
- Added diplocations to DIP switches.
- Promoted snookr10, apple10 and tenballs to 'WORKING' state.
- Added game instructions & notes.
- Updated encryption & technical notes.
NES/PlayChoice 10 changes: [Mariusz Wojcieszek]
- added support for mapping rom and ram in PPU video memory space
- added PinBot mapper (H board)
All CMC italian games: [Roberto Fresca]
- Added TICKET and HOPPER buttons to allow payout through the SUPER GAME.
- Documented the featured SUPER GAME with complete instructions.
- Improved DIP switches to properly set the payout system.
Changed the implementation of the cocktail mode in marvins.c. [robiza]
Merged memory maps for tunhunt, tumblep, tugboat, trucocl, and truco. [Andrew Gardner]
meritm driver updates: [Brian Troha, Tafoid]
- Consolidated, corrected and updated info
- Verified Megatouch IV program rom
- Corrected many rom names
- Add game revision to game name (IE: 9255-40-01 ROE)
- Added pals from Megatouch 6 to other sets as they all run on the same PCB
- Add the sound clock update from Tafoid
Massive update to ROM naming in the CPS1 driver, also loading smaller eproms for Japanese sets instead of the larger mask ROMs where possible. Added information about B-Board revisions where possible. There is still work to do on this regard but this is a first step in untangling the mess. [Nicola Salmoria]
Verified more CPS1 gfx ROM mappings against PALs. [Nicola Salmoria, Corrado Tomaselli]
Fixed another opcode in match it 2. [robiza]
Converted the MSM6242 RTC into a proper device. [Dirk Best]
Removed deprecat.h from debugger.h to prevent hiding modules that really needed to include deprecat.h. [Atari Ace]
Added support for 8080/85 mode interrupts to the 8259 PIC. [Miodrag Milanovic]
Verified a "not sure" opcode in bombrman. [robiza]
Changed BIOS errors so that specifying an invalid BIOS is a warning, not a fatal error. Also re-allowed "default" as a BIOS setting with special meaning. [Aaron Giles]
New games added or promoted from NOT_WORKING status
----------------------------------------------------------------------------------
Quiz F-1 1,2finish [robiza]
PinBot (PlayChoice-10) [Mariusz Wojcieszek]
Snooker 10 [Roberto Fresca]
Apple 10 [Roberto Fresca]
Ten Balls [Roberto Fresca]
New clones added
---------------------------------
Touch Master 3000 V5.02 [Brian Troha]
Megatouch IV (9255-40-01-ROE) [Brian Troha]
Dynasty Wars (US set 2) [Corrado Tomaselli]
Final Fight (Japan 900112) [Chack'n]
Street Fighter Alpha 2 (Euro 960229) [Razoola]
Raimais (Japan / First Revision) [Corrado Tomaselli]
New games marked as GAME_NOT_WORKING
---------------------------------------------------------------
Forgotten Worlds (World?) [The Guru]
General/Core:
- Added "high-level" check for DMAs and Timer for minor (really minor) speed up [shash]
- Changed instruction execution to 16 at a time blocks, gives up to 33% gain (tested and stable) [shash]
- Really minor memory access speed up (mainly added for clarity) [shash]
- Added transparency and fixed material alpha support and alpha testing on the 3D core [shash]
- Changed how depth initial values are calculated (fixes SM64DS skybox) [shash]
Windows port:
- Removed the bug report link with a define, to avoid reports from betas/external builds [shash]
- Added the version on window bar to recognize versions from screenshots [shash]
2008/05/02 1.47 released
- CPU(HuC6280) processing part was sped up. I think that processing
lightened in some measure of a personal computer environment so not fast.
- The repetition processing of the CD-DA sound was brought close to a real
machine. In the visual scene of "Arunamu no Kiba", the problem that had
stopped at a pitch-dark screen occasionally (generated from a recent
version) was solved.
- In "Popful Mail", the weight of processing was reduced in some measure
with PC not fast.
- In the visual scene(one place) of "Nekketsu Legend Baseballer", the
interrupted voice was corrected.
- At Full-Screen mode, when setting it to the resolution of 1600x1200 or
more, the bug to which the screen had not been correctly occasionally
displayed was corrected.
- Additionally, a detailed part has been improved and corrected.
2008/05/02 1.48 released
- v1.47 had a miserable bug. The bug of the CPU(HuC6280) emulation (In
"Motoroader", the screen display falls into disorder, etc.) was corrected.
MAMETesters Bugs Fixed
----------------------
01752: [Core] Warnings making standard .124u4 in GCC 4.3.0 (mingw)
(Aaron Giles)
00149: [Misc.] No error report for invalid BIOS setting. (Aaron Giles)
01628: [Sound] bgaregga, bgareghk, bgaregnv, bgaregcn, bgaregt2:
Sound broken (robiza)
01757: [Graphics] fieldday, undoukai: Graphics Corruption. (robiza)
00249: [Graphics] vangrd2: [possible] In cocktail mode, or when the
flip screen dip is set, the score display is not flipped.
(robiza)
00506: [Graphics] marvins: Screen flipping isn't correctly supported
(robiza)
01744: [Graphics] gradius3, grdius3a, grdius3e: missing title text in
intro (robiza)
01747: [Graphics] dietgo, dietgoe, dietgou, dietgoj: A ToDo note no
more needed into the driver. (robiza)
01430: [Graphics] riskchal: Sprite-tile priority problem (robiza)
01750: [Graphics] troangel, newtangl: Corrupt sprite graphics in game
(robiza)
Source Changes
--------------
snookr10 updates: [Roberto Fresca]
- Decrypted the apple10 tile matrix.
- Partially decrypted the apple10 color codes.
- Added encryption notes.
- Updated technical notes.
Added DISCRETE_KEY_SALLEN_FILTER to discrete sound system.
[couriersud]
Added discrete mixing and filtering to irem games using m52-sound-c
boards: mpatrol, travrusa. [couriersud]
Proper implementation of the tile/sprite priorities in m90 driver.
This fix priorities in quizf1, riskchal amd maybe more m90 games.
[robiza, Corrado Tomaselli]
Fix AY-3-8910/YM2149 and derivatives envelope handling. [couriersud]
Funworld games: [Roberto Fresca]
- Fixed AY8910 volume to all games to avoid clips.
- Merge bigdeal and funworld machine drivers thanks to the AY8910 rewrite.
- Removed old unaccurate commentary about magiccrd tiles.
De-hacked metro tilemaps. [David Haywood]
Sandii' Games: [Roberto Fresca]
- Created a new machine driver for tenballs due to different memory
map.
- Worked all the input ports from the scratch.
- Fixed the sound ROM_REGION.
- Added the oki6295 emulation to all games.
- Hooked output ports.
- Documented and calculated all bits related to lamps.
- Adjusted palette lenght to 256 colors.
- Totally decrypted the apple10 color matrix. Now colors are perfect.
- Created a new machine driver for apple10 due to encryption.
- Reverse engineering the code to complete the DIP switches.
- Added diplocations to DIP switches.
- Promoted snookr10, apple10 and tenballs to 'WORKING' state.
- Added game instructions & notes.
- Updated encryption & technical notes.
NES/PlayChoice 10 changes: [Mariusz Wojcieszek]
- added support for mapping rom and ram in PPU video memory space
- added PinBot mapper (H board)
All CMC italian games: [Roberto Fresca]
- Added TICKET and HOPPER buttons to allow payout through the SUPER
GAME.
- Documented the featured SUPER GAME with complete instructions.
- Improved DIP switches to properly set the payout system.
Changed the implementation of the cocktail mode in marvins.c.
[robiza]
Merged memory maps for tunhunt, tumblep, tugboat, trucocl, and truco.
[Andrew Gardner]
meritm driver updates: [Brian Troha, Tafoid]
- Consolidated, corrected and updated info
- Verified Megatouch IV program rom
- Corrected many rom names
- Add game revision to game name (IE: 9255-40-01 ROE)
- Added pals from Megatouch 6 to other sets as they all run on the
same PCB
- Add the sound clock update from Tafoid
Massive update to ROM naming in the CPS1 driver, also loading smaller
eproms for Japanese sets instead of the larger mask ROMs where
possible. Added information about B-Board revisions where possible.
There is still work to do on this regard but this is a first step in
untangling the mess. [Nicola Salmoria]
Verified more CPS1 gfx ROM mappings against PALs.
[Nicola Salmoria, Corrado Tomaselli]
Fixed another opcode in match it 2. [robiza]
Converted the MSM6242 RTC into a proper device. [Dirk Best]
Removed deprecat.h from debugger.h to prevent hiding modules that
really needed to include deprecat.h. [Atari Ace]
Added support for 8080/85 mode interrupts to the 8259 PIC.
[Miodrag Milanovic]
Verified a "not sure" opcode in bombrman. [robiza]
Changed BIOS errors so that specifying an invalid BIOS is a warning,
not a fatal error. Also re-allowed "default" as a BIOS setting with
special meaning. [Aaron Giles]
New games added or promoted from NOT_WORKING status
---------------------------------------------------
Quiz F-1 1,2finish [robiza]
PinBot (PlayChoice-10) [Mariusz Wojcieszek]
Snooker 10 [Roberto Fresca]
Apple 10 [Roberto Fresca]
Ten Balls [Roberto Fresca]
New clones added
----------------
Touch Master 3000 V5.02 [Brian Troha]
Megatouch IV (9255-40-01-ROE) [Brian Troha]
Dynasty Wars (US set 2) [Corrado Tomaselli]
Final Fight (Japan 900112) [Chack'n]
Street Fighter Alpha 2 (Euro 960229) [Razoola]
Raimais (Japan / First Revision) [Corrado Tomaselli]
New games marked as GAME_NOT_WORKING
------------------------------------
Forgotten Worlds (World?) [The Guru]
Some hilights:
- 13 new platforms
- new rom rating, review and personal note editing
- new meta data fields like programmer, region, CD/DVD 1/2
- complete restructured view modes (bookmarks, played, personal)
- reparse all folders
- imagepack helper for emuControlCenter image packs
- backup userdata (xml)
- simple theme support
- last selected game / page on startup
- all metadata can now imported from online romdb http://www.camya.com/eccdb/
Also this release adds 13 new platforms so that emuControlCenter now support 123 systems!
New platforms in this release:
- Apple 1
- Apple 2
- Apple Lisa
- Applied Technologies Microbee
- NEC Supergrafx / PC Engine 2
- Nintendo Famicom
- Nintendo Wii
- Nokia N-Gage
- Scumm Virtual Machine
- Sony Playstation 3
- Tiger Electronics Game.com
- Tiger Electronics Gizmondo
- Tomy Pyuta
Version of the state saving data changed.
The option which you force set to Saturn aspect ratio even in the full picture was provided.
Old SH2 execution processing was deleted.It deleted also SH2 New Execution option attendant upon that.
Now it is the same as a state where in SH2 New Execution it is checked from version.
Pattern Name Renewal and Check Cycle Pattern option were integrated.
When cycle pattern check processing at the time of bit map is modified,
There are times when it flickers with the movie.
That time please insert check in Check Cycle Pattern.
Because cycle pattern processing is the expectation whose R1 is correct,…
Notable changes in revision 351:
- FFX Videos work again
Including the fixes from 349:
- Massive compatability increase on videos, many should now work without freezing, skipping or macroblocking, as mentioned in the recent news post.
Quick update: if you´ve been getting errors while adding games in the PSX, PS2, GC sections please re-download @ES again from the same link, as the author released a quickfix build.
@ruantec Wrote:
New features:
Fullscreen mode (Won't work for PJ64 though in the update as it is harder to add for PJ64 then originally thought, but will be added at a later time!)
Fullscreen Video mode
Volume knob in Video controls(Ctrl+W to show the menu, Ctrl+E to hide the menu)
Ctrl+F = Switch to fullscreen
Ctrl+D = Switch back to @ES screen
NESTOPIA support (Works perfectly! just setup Nestopia in the "VirtuaNes=" section in the Settings file)
CRC check for rom covers (Works for all cartridge based consoles)
Arcade emu's can now use the titlescreen packs that MAME/FBA has available for download
Bug fixes in the Audio/Video and Games menu which caused @ES to crash sometimes
no more menu flickering in Windows XP!!!
Full Media keys support.
MSN Scrolling text
MSN display the game name and the game icon while playing
As soon as there is time to create a tool to convert my covers of my roms to the CRC format I will upload complete packs for all the cartridge based consoles.
Things that will be added soon:
Gamepad support
Easy Setup
PJ64 and soon ePSXe fullscreen mode
ZIP support(sorry i need to re-write a couple of things in my filter for that)
2008/04/25 1.46 released
- The volume (listening-feeling) in the small volume part of the PSG sound
was brought close to a real machine. The sound condition and harmony have
approached a real machine. I think that I was able to improve the entire
tone quality.
Especially, a small-volume game as "Soldier Blade" and "Gunhed (
Blazing Lazers)" obtained a big improvement.
- In the visual scene of "Akumajou Dracula X", the problem that the top on
the screen falls into disorder uncommonly was corrected. * The disorder is
still seen when changing to the setting that displays the over scanning
area. Therefore, the play switched to the setting that doesn't display the
over scanning area ("F11" key. The setting can be maintained by "File->
Set Resume" menu or the state saving.) is recommended.
- Additionally, a detailed part has been improved and corrected.
MAMETesters Bugs Fixed
-------------------------------------
00426: [Core] tenkaibb, mjreach: don't bootup correctly. (Emuman)
01711: [Gameplay] connect4, mpu4met0, mpu4tst2, mpu4utst, bctvidbs: Using -CHEAT trigger causes a crash (Atari Ace)
00149: [Misc.] No error report for invalid BIOS setting. (Atari Ace)
01588: [Core] timecrsa, timecris: MAME simply quits after pressing F3 in both sets, game cannot be run (Atari Ace)
01733: [Core] diehard: Game fails to start (Aaron Giles)
01710: [DIP/Input] spacetrk, sptrekct: Cannot insert coins in both sets (Aaron Giles)
01721: [DIP/Input] sspaceat, sspacat2, sspacat3, sspacatc : Problems with inserting coins. (Aaron Giles)
01740: [DIP/Input] carnival, headon, heiankyo, pulsar, samurai, tranqgun : Is not possible to insert any coin. (Aaron Giles)
01724: [Core] garou, garouo: Can't start the game (Aaron Giles)
01732: [Core] kof99, kof99a, kof99e: Game doesn't start (Aaron Giles)
01742: [Interface] punchout, armwrest + many vsnes.c and playch10.c games: Refreshspeed causes fatal exception in punchout (Aaron Giles)
01670: [Graphics] kungfum, kungfud, spartanx, kungfub, kungfub2: Main character sprite not hidden at end of level. (Nicola Salmoria)
01686: [Graphics] ldrun3, ldrun3jp: visible area problem (Nicola Salmoria)
00248: [Graphics] repulse: Once the player has been shot, a misplaced tile appears on the screen. (robiza)
01145: [Graphics] sonofphx, 99lstwar, 99lstwrk, repulse: When you die in the first level, there's a red graphics glitch at the lower left. (robiza)
00498: [Graphics] sonofphx, 99lstwar, 99lstwra, 99lstwrk, repulse: When the end-level mothership appears in the stage 4, it shows through the trees and scrolls showing through. (robiza)
Source Changes
------------------------
Improvements to aerfboo2: [robiza]
- fix bg1 and bg2 offset
- fix sprites
- promoted to "working" (NO SOUND)
Added a macro for the CDP1869 interface, and made write handlers optional. [Curt Coder]
Fixed offset sprite/background in kyugo.c. [robiza]
Fixed the 6502 family of disassemblers to show the correct bit to operate for BBR, BBS, RMB and SMB instructions. (65C02/65CE02 CPUs and variants) [Roberto Fresca]
Fixed 2 opcodes for quizf1: now the little machines move correctly. [robiza]
Converted the ppi8255 implementation to a device. [Wilbert Pol]
Changed the inline validity checks to work around GCC bug #35885. [Wilbert Pol]
Expanded the set of memory accessor functions. In addition to direct byte, word, dword, and qword accessors for all bus sizes, there are now masked word, dword, and qword accessors for all bus sizes. [Aaron Giles]
Further CPS1 improvements:
[Nicola Salmoria, Corrado Tomaselli, Charles MacDonald]
* fixed layer enable at the end of stage 4 in Varth.
* increased Varth CPU clock to 12MHz to reduce slowdowns (the game was released after sf2ce so the faster A-board was available).
* verified more gfx rom mappings against PAL dumps (thanks to Corrado)
* verified memory maps using A-board PAL dumps (thanks to Charles)
* separated the address ranges for CPS-A and CPS-B customs. This finally clarifies why some registers are fixed and some change with every game.
* identified three new unknown registers in the CPS-B-21 custom. Their purpose is unknown.
* all unhandled accesses to CPS-A/CPS-B registers will now be reported. There shouldn't be any left. Look out for "contact MAMEDEV" popups.
* cleaned memory maps. Moved forgotten worlds special input memory handlers to DRIVER_INIT.
* moved extra input handlers to video/cps1.c since the extra connectors are on the C-board.
* added sound to Final Crash.
* lowered SF2 clock speed to 10MHz. This is on the assumption that, since the 12MHz A-Board is called "89626A-4 DASH", it should have started to be used with SF2 DASH--that is, sf2ce.
Inverted the sense of the memory mask that is passed to read/write handlers. Previously, the mask indicated which bits were NOT requested to be read/written. Now, the mask indicates which bits ARE to be read/written, which is more logical. Updated a number of drivers and the MIPS CPU cores to comply. [Aaron Giles]
Funworld updates: [Roberto Fresca]
- Removed the temporary hack to jolyc980.
- Updated technical notes
- Moved snookr10 to its own driver.
- Minor clean-up.
Improved the IGS017 based games: [Luca Elia]
- iqblocka: bypassed the protection, emulated the video hardware, inputs and sound.
- tjsb: it now boots and has partially decrypted graphics.
Added new Windows option -watchdog, which creates a watchdog thread that forcibly kills the application after a certain number of seconds. Primarily intended to be used in regression test runs to handle the occasional hung game. [Aaron Giles]
Improved popper.c colors useing resistor values from schematics. [couriersud, Joe Magiera]
Changed and verified cpu frequencies on kyugo.c games. Gyrodine and 99 the last war and clones run on the same board. [Corrado Tomaselli]
Moved Microtouch touch screen controller emulation to separate module (machine\microtch.c). [Mariusz Wojcieszek]
Specifying an invalid bios is now a fatalerror. Also, "default" is no longer a special BIOS type; if you want the default BIOS, leave the bios option blank. [Atari Ace]
DEC T-11 CPU improvements: [Miodrag Milanovic]
- HALT - now calls interrupt vector
- ILLEGAL - had PC=0 at the end which makes code not run fine
- MARK - now it is implemented
Memory map merge for twin16 driver. [Andrew Gardner]
Removed silly idle skip code in prehisle driver. [David Haywood]
AY-3-8910 rewrite: [couriersud]
* adds a model to calculate mixing of channels with different resistance loads.
* based on above, each channel may be assigned a different load in individual case, i.e. channels not tied together
* rewrote ay8910.c to make emulation simpler
* changed the config structure to include a flag field and output resistor loads.
* Updated all drivers affected.
* Added some "Todos" related to stuff I discovered when reading datasheets.
* Fixed a bug in disc_flt.c (konami filters)
Fixed discrete sound and konami filter addressing in galaxian driver. Also changed addressing of AY-3-8910 to be in line with schematics. [couriersud]
Added discrete sound for filtering ("konami"-style) and mixing in gyruss.c. [couriersud]
Changed UI to allow volumes higher than 2.0. [Nicola Salmoria]
Changed code which used assignment in conditionals to break out the assignment. [Atari Ace]
Converted a large number of Machine -> machine and removed #include "deprecat.h" where possible. [Atari Ace]
New games added or promoted from NOT_WORKING status
----------------------------------------------------------------------------------
Side by Side [Maruwa]
Jumping Pop (NICs, Korean bootleg of Plump Pop) [Robin Cooper, David Haywood]
Touchmaster [Mariusz Wojcieszek]
Touchmaster 3000 [Mariusz Wojcieszek]
Touchmaster 4000 [Mariusz Wojcieszek]
Touchmaster 5000 [Mariusz Wojcieszek]
Touchmaster 7000 [Mariusz Wojcieszek]
New clones added
-----------------------------------
Aero Fighters (bootleg set 2) [robiza]
1942 (Williams Electronics license) [Quarterarcade]
Rygar (US set 3 Old Version) [Corrado Tomaselli]
Ghosts'n Goblins (Italian bootleg, harder) [Corrado Tomaselli]
New games marked as GAME_NOT_WORKING
------------------------------------------------------------------------
Apple 10 (Ver 1.21) [Roberto Fresca]
Ten Balls (Ver 1.05) [Roberto Fresca]
2008/04/21 1.45 released
- "Use Black Belt when Hide Overscan" menu was added to "Setting->Screen"
menu. If this check is put, the size of Ootake-window can be maintained
when the over scanning area is concealed ("F11" key or "Screen->Show
Overscan Area" menu).
* At "Start Overscan Customize" menu (above one), if it is set that the
over scanning area is not displayed, this menu is invalid.
- The access processing of CD-ROM was brought close to the movement of a
real machine. In "GS Mikami", the problem that had stopped on a black
screen occasionally was solved.
- In the visual scene of "Nekketsu Legend Baseballer", the gap of the voice
was corrected. (I was able to do the correction confirmation even to
ending.) *The play installed by "CD-ROM->Install(CD speed-up)" menu is
recommended (CD-ROM access is severe in this game).
- Additionally, a detailed part has been improved and corrected.
Also from eke-eke is this Master System/Game Gear emulator for the Gamecube & Wii and since I can't comment lets look to the news:
Quote:
# [SMS, GG] fixed VDP init when loading savestate: fix graphics in games using TMS9918 mode
# added port $3E emulation and full SMS BIOS support (see user notes)
# implemented SMS1 VDP "tilemap mirroring" bug: fix Y's (J) status bar when running in SMS1 mode
# updated Z80 core to last version (fix some undocumented behaviour): fix Rambo 3 "Game Over" screen & Robocop 3 "pause" bug
# corrected PAL CPU clock value
# modified FM Unit detection: fix FM music in many japanese games
# added full overscan emulation: when enabled, aspect ratio is exactly like on original hardware, including borders (horizontal borders are generally completely hidden under TV edges)
# corrected Game Gear VDP handlers in SMS mode: fix colors in GG-MS mode
# improved Codemasters Mapper emulation: fix Excellent Dizzy Collection & Ernie Els Golf
# added Korean Mapper emulation: fix Sangokushi III & Dodgeball King
# adjusted SMS color palette values (compared side by side with a real PAL SMS 2)
# fixed Hcounter table (thanks to FluBBa)
[NGC/Wii]
# added support for original video mode (240p/288p): this makes games looking exactly like on original hardware (including scanlines)
# added "Aspect" option to switch between Original (correct aspect ratio with borders) and Fit Screen (full screen) display modes
# added "Xshift" & "Yshift" settings to let you adjust display area while keeping the original aspect ratio
# added "Border" option to enable/disable borders color emulation
# added "Palette" option to let you choose the Brightness level: RVB (darkest), Normal , Bright
# added Wii mode support (including front SD rom loading with LFN, TP reload, ...)
# added EURGB60 & PAL 50hz TV modes support
# added 480p (progressive) rendering mode support in Wii mode (not supported by the PAL60 version, use the other one !)
A Genesis emulator from eke-eke for the Gamecube & Wii rounds out his trio for now, let's see what's been done:
Quote:
# [Genesis] modified VINT timings a little bit: fix lockup during Desert Strike's intro
# corrected 68k interrupts handling: fix graphic glitches in Darius II/Sagaia
[NGC/Wii]
# fixed 60Hz "Bilinear" rendering mode (was broken in last release)
# fixed issue with the 1st file when browsing SDCARD through SD-Gekko
# fixed GX initialization: fix "freeze" issue that occured sometime when starting a game
# added "Wii Reboot" option
# added PAL 50hz support in menu (black borders)
# added progressive rendering mode support (480p) in Wii mode (not supported by the PAL60 version, use the other one !)
# compiled with a modified libogc: should definitely fix the PAL "red screen" issue for RGB-cable users (still use the PAL60 version !)
A port of the PC-Engine emulator Hugo to the Gamecube & Wii by eke-eke, sounds good but as I lack the hardware to try it I don't have much to add so its news time:
Quote:
# added Wii mode support (including front SD rom loading with LFN, TP reload, ...)
# added 4.7GB DVD support for chip-modded WII (GC mode only)
# removed MPAL TV mode, added EURGB60 TV mode support: fix display problem for Wii users (GC&Wii mode)
# added original rendering mode support (240i), like on real hardware
# added 480p (progressive) rendering mode support (not supported by the PAL60 version, use the other one !)
# added Console Reboot option in main menu (System Reboot)
# WRAM files can now be saved/loaded to/from SDCARD: located in /hugo/saves from the root of your SDCARD (no Wii front SD support)
# changed initial ROMS directory for SDCARD user: now looking for /hugo/roms from the root of your SDCARD
# fixed broken MCARD support
modified controls when going into the rom selection menu (DVD or SDCARD), like other current emulators:
# . use B button to go up one directory
# . use Z button to quit the file selection menu
# . use L/R triggers to go down/up one full page
# . use Left/Right buttons or Analog stick to scroll the selected entry's filename when it can't be full displayed
# various menu rearrangment, minor bugfixes & sourcecode cleanup
MAMETesters Bugs Fixed
-------------------------------------
01691: [Misc.] Various Sets: when exiting a game, seems to be any game I get an eip error (Aaron Giles)
01697: [Graphics] sfa3, sfa3b, sfa3u, sfa3ur1: About the blue background in startup screen. (Nicola Salmoria)
00206: [Graphics] ninjakd2: PCB info for Nicolas state. (Nicola Salmoria)
01695: [DIP/Input] ptblank, gunbulet: Crosshair doesn't move (smf)
01694: [Graphics] punisher, punishrj, punishru: missing graphic (Nicola Salmoria)
Source Changes
---------------------------
PSX core updates: [smf]
- removed casts and removed unnecessary decoding from NCLIP.
- added signed values to PAIR & PAIR64.
- renamed PAIR64.lw to PAIR64.q
- tidied up DPCS, improved flag calculation and added support for lm/sf fields.
- added sf/lm support to INTPL, improved flag calculation & calculates correct rgb
- fixed calculation of bit 31 of GTE FLAG register, when writing to it directly.
- added lm mode to OP and fixed the calculation.
- added lm mode to SQR.
Seibu implementation cleanups: [David Haywood]
- added cop/heatbrl ram clear stuff
- tried to make cop a bit more generic, breaks a few things for now, but better than duplicated code all over the place
- added the sound cpu to raiden2, although it doesn't make any sounds
Fixed CPS1 palette control register to match tests on msword psb. [Nicola Salmoria, Corrado Tomaselli]
Changed the pic8259 implementation into a device. [Wilbert Pol]
Fixed an opcode in quizf1. Fixed encrypted disassembly for bp+ix+offset8 and bp+it+offset8. [Robiza]
Modified bionicc to compute the palette based on the schematics. [Nicola Salmoria]
Verified several CPS1 graphics ROM mappings against PAL dumps. [Nicola Salmoria]
Changed device read/write functions to take a const device_config *. Reverted recent hacks to get around this and removed unnecessary casts. [Aaron Giles]
Fixed I8039 DAA instruction when A is > 0xF9. [Wilbert Pol]
Fixed crosshair update when the game is not polling the coordinates. [smf]
Merged CPS1, CPS2 memory maps and some tweaks from schematics, though to get perfect memory maps dumps of the A-board PALs would be needed. [Nicola Salmoria]
Adjusted docastle refresh rate to match PCB measurement. [Nicola Salmoria]
Finished memory map merge for W drivers. [Andrew Gardner]
Added support for using smaller-sized memory handlers directly in memory maps. To do so, you need to use the new AM_READn/AM_WRITEn macros and specify a mask for which bits are connected. [Aaron Giles]
Removed word-sized handlers from 6821pia.c. Updated drivers that needed them to use these new interfaces instead. [Aaron Giles]
Updated gaelco3d.c and itech8.c to remove the need for memconv.h by using this new feature. [Aaron Giles]
Added machine parameter and macros for the CDP1802 callback functions. This seems to have fixed the player sprite flashing in Destroyer/Altair/Draco. [Curt Coder]
Fixed lookup table for sprites in spikes91. [Robiza]
Made some changes to the 'v25' code in toaplan2.c. Batsugun does upload what looks to be the entire program, unencrypted. If enabled it runs to the point of waiting for interrupts, however, for those it looks like it needs a real V25 core with register banks etc. [David Haywood]
Converted the IDE controller to a device. Updated all drivers accordingly. [Aaron Giles]
Added new functions for dynamically installing device memory read/write handlers. [Aaron Giles]
Updated install_memory_XXX_handler() functions to take a machine parameter. Updated all drivers accordingly. [Aaron Giles]
Merged installation of read and write handlers where appropriate. [Aaron Giles]
Simplified memory.c code for dynamic installation so that a single function handles all the work; a NULL read or write handler indicates not to install anything for reads or writes. [Aaron Giles]
Fixed sprite overdraw mode to match Mutant Night movie. [Nicola Salmoria]
Properly marked puzznici as a bootleg and disabled the MCU simulation on it, it has it's own internally. [David Haywood]
Created new macro: AM_RAM_WRITE(handler) which specifies a memory range to be RAM-like for reads but calls the given handler for writes. [Aaron Giles]
Replaced AM_READWRITE(SMH_RAM, handler) with AM_RAM_WRITE(handler). Also replaced AM_RAM AM_WRITE(handler) with AM_RAM_WRITE(handler). [Aaron Giles]
Added correct rom dump for Shinobi4 set. [Arzeno Fabrice]
Added good denjinmk graphic rom. [Guru]
Removed ancient 720 kludge in the T-11 core. [Aaron Giles]
Added support in the T-11 core for an external vector via irq_callback. Apparently the hardware actually did support this and it is necessary for emulating the BK 0010/11 computer in MESS. [Aaron Giles]
New games added or promoted from NOT_WORKING status
---------------------------------------------------------------------------------
Show Hand [Luca Elia]
New clones added
----------------------------------
Led Storm Rally 2011 (US) [Bryan McPhail]
Shinobi (alternate set) [Brian Troha]
Aero Fighters (bootleg set 2) [Robiza]
New games marked as GAME_NOT_WORKING
-----------------------------------------------------------------------
Nandemo Seal Iinkai [Luca Elia]