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| MAME v0.136u2 released! |
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Posted by: RockmanForte - 01-28-2010 07:00 AM
- No Replies
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Quote:0.136u2
-------
MAMETesters Bugs Fixed
----------------------
- 03667: [Interface] All default/per-game .cfg files are not saved
correctly (Aaron Giles)
- 03671: [Sound] fcrash: Bad sound ingame (Mamesick)
- 03663: [Graphics] tgm2, tgm2p: The warning boot screen has a black
background which should be blue.
Source Changes
--------------
Replaced vsnetscr GFX ROMs with correct dumps
[Team Japump, Dumping Union]
Fixed memory allocation issue in debug builds. [Aaron Giles]
Added makefile autotest for BIGENDIAN. A bit hacked, though.
[couriersud]
Redumped sound roms in Cyber Tank
[Antonio Gonzalez Jr., Dumping Union]
psikyosh improvements: [PsikyoFan]
* Add support for per-scanline scroll/zoom and per-column effects.
This is adds a significant performance penalty when enabled.
Removed warning flag from s1945ii and s1945iii. s1945iii needs
confirmation of correctness and x-zoom is a guess.
* Virtually completed video rendering. Only flipscreen missing (and
conversion to tilemaps one day). Per-line effects now respect
per-line alpha, priority and bank. As a result daraku text works
without any hacks.
* Added various optimisations to get back all games to a playable
speed.
* Fixed missing soldivid effect on final boss that was broken due to
above daraku hack.
* Added accurate scaling effects based on measurements from hardware.
cybertnk improvements: [Angelo Salese]
* Fixed sprite height
* Implemented flip x and negative y offsets
* Implemented preliminary zooming
sdl.mak rewrite [couriersud]
- TARGETOS=freebsd may now be given on make invocation
- modular approach, separate sections for opengl, x11, debugger
- most target specific settings parametrized.
- Added GTL_INSTLL_ROOT to optionally build win32 with the mame
debugger.
- On targets supporting "-m64" and "-m32" use them.
- On unix ppc targets, add -Dpowerpc automatically
Improved stack walking on crash in Windows. Now using StackWalk64 to
do the stack walk, resulting in cleaner logs. Also will try to use
system function to look up symbol and source/line information if
present. [Aaron Giles]
Improvements to subsino.c [Roberto Fresca]
(general):
- Lowered CPU clock to 1.5 MHz.
- Reworked former inputs.
- Added specific game and technical notes.
- Added lamps support.
- Cleaned-up a bit the driver.
Victor 5:
- Mapped the M6295 but commented out due to missing sample roms.
- Added keyin, keyout, payout, stats and settings inputs.
- Added coin/keyin/keyout 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 attract music DIP switch.
- Added button-lamps layout.
Victor 21:
- Mapped the M6295 but commented out due to missing sample roms.
- Added bet x10, keyin, keyout, stats and settings 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 rate DIP switches.
- Added minimum bet DIP switches.
- Added attract music DIP switch.
- Added button-lamps layout.
Poker Carnival (crsbingo):
- Added change card, keyin, keyout, stats and settings 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 double-up rate DIP switches.
- Added minimum bet DIP switches.
- Added maximum bet DIP switches.
- Added cards graphics DIP switches.
- Added double-up type DIP switches.
- Added button-lamps layout.
Super Rider, Super Moto:
- Added stats and settings inputs.
- Added coin counters.
- Added main game and double-up rates DIP switches.
- Added double-up and control type DIP switches.
- Added coinage and demo sounds DIP switches.
- Added button-lamps layout.
Shark Party:
- Added stats and settings inputs.
- Added coin counters.
- Added main game and double-up rates DIP switches.
- Added double-up, coinage and demo sounds DIP switches.
- Added button-lamps layout.
Created new template class tagged_list which manages a simple list
along with a tagmap. Changed memory regions, input ports, and devices
to use this class. For devices, converted typenext and classnext
fields into methods which dynamically search for the next item.
Changed a number of macros to use the features of the class, removing
the need for a bunch of helper functions. [Aaron Giles]
Replaced device_find_child_by_tag() -> device->subdevice().
Added Am29000 CPU core [Phil Bennett]
Removed stdlib.h from osdcomm.h. [couriersud]
- Added #include stdlib.h where now necessary
- Fixed Solaris build
- Fixed building unidasm for OSD=sdl on win32
Tools now include stdlib.h where needed. [couriersud]
Changed core library files to use osd_malloc/osd_free where
appropriate. [couriersud]
Added checkautodetect target to makefile. [couriersud]
Permit zlib and expat to be linked dynamically without changing the
makefile by specifying "=0": make BUILD_ZLIB=0 BUILD_EXPAT=0
[couriersud]
Improved vsnet sprite/roz alignment [David Haywood]
Converted the following drivers to use a driver_data structure:
[Atari Ace]
- bigstrkb, mugsmash, pass, sbugger, sderby, shadfrce, shootout,
silkroad, spbactn, sslam, stlforce, taitojc, tunhunt,
welltris, wwfsstar, xyonix
- 39in1, safarir, sbowling, shougi, skeetsht, skyarmy, sliver,
spoker, spool99, srmp5, srmp6, ssingles, sstrangr, sub, supdrapo,
superdq, supertnk, suprgolf
hng64 : Implemented low-res texture decoding. All red/green polygons
should now be textured. [Andrew Gardner]
Correct a long-standing design flaw: device configuration state is
now separate from runtime device state: [Aaron Giles]
* There is a new class 'running_device' which represents the
state of a live device. A list of these running_devices sits
in machine->devicelist and is created when a running_machine
is instantiated.
* To access the configuration state, use device->baseconfig()
which returns a reference to the configuration.
* The list of running_devices in machine->devicelist has a 1:1
correspondance with the list of device configurations in
machine->config->devicelist, and most navigation options work
equally on either (scanning by class, type, etc.)
* For the most part, drivers will now deal with running_device
objects instead of const device_config objects. In fact, in
order to do this patch, I did the following global search &
replace:
const device_config -> running_device
device->static_config -> device->baseconfig().static_config
device->inline_config -> device->baseconfig().inline_config
and then fixed up the compiler errors that fell out.
* Removed device_get_info_* functions and replaced them with
methods called get_config_*.
* Added methods for get_runtime_* to access runtime state from
the running_device.
* DEVICE_GET_INFO callbacks are only passed a device_config *.
This means they have no access to the token or runtime state
at all. For most cases this is fine.
* Added new DEVICE_GET_RUNTIME_INFO callback that is passed
the running_device for accessing data that is live at runtime.
In the future this will go away to make room for a cleaner
mechanism.
* Cleaned up the handoff of memory regions from the memory
subsystem to the devices.
Fix bug introduced with astring changes that caused malformed tokens
when writing out cfg files. [Aaron Giles]
Fix bug where memory regions were not properly enumerated for the
debugger memory view. Also, stop creating empty regions for disk
regions. [Aaron Giles]
Added Guru-readme to trackfld. [Curt Coder]
Refactored the CIA 6526 interface, adding SP/CNT callbacks. Fixed
serial transfer. [Curt Coder]
Convrted the rest of devintrf to classes and moved management
functions into methods of those classes. The most wide-ranging
change was converting device_reset() to device->reset(). Apart
from that it was mostly internal shuffling in the core. [Aaron Giles]
Added OS/2 autodetect to makefile. [couriersud]
Autodetection of PTR64 can be inhibited now by specifying PTR64=0.
On mixed 32bit/64bit targets identifying themselves as 64bit this can
be used to build a 32bit executable. [couriersud]
Added OpenBSD support in makefile/sdl.mak. Fixed XBSD detection of
PTR64 (uses amd64). [couriersud]
Fix bug that mistook a non-NULL token to mean that a device was
started. Fixes -video ddraw issue. [Aaron Giles]
Replaced vsnes bank installs with RAM installs, since the banks were
never changed. [Aaron Giles]
Exit from the unhandled exception filter cleanly now. Use
SetErrorMode() to disable the appearance of dialog boxes when crashes
occur. [Aaron Giles]
Fixed a typo in pgm.c that was causing a memory test error and
corrected some comments [XingXing]
Made direct accessors for device configuration state. Currently they
just call through to the get info function. Removed old macros that
wrapped calls. [Aaron Giles]
Removed some aliases between CPUINFO_ and DEVINFO_ to help clarify
usage. Also converted a few more places to use the new accessors.
[Aaron Giles]
Replaced drgninja set with one dumped from a genuine Data East PCB
[dlfrsilver]
Added MEC-M1 PCB layout to the dec0 driver and updated some clocks
and ROM names [Guru]
hng64 : Partially decodes translation-only geometry type 0102. This
makes the road appear in the racing games, the edge of the ring in
buriki, and a hallway during the buriki attract. [Andrew Gardner]
The return of the "misc" [couriersud]
- Added sdlmisc_.c again. This was necessary since
certain tools create stubs for e.g. osd_break_into_debugger.
If we do not have this in a separate file, the link stage may
break.
- Applied OS/2 patch [Credit: KO Myung-Hun]
- Cleaned up #includes. Removed stdlib.h were possible.
- More malloc to osd_malloc rename.
- SDL monitor modes are read now when they are needed. This is now
consistent across platforms.
GTK Debugger work [couriersud]
- glade-2 can now be used again to edit the debug.glade file.
- No more need to edit the files created by glade-2
- All "activate" handlers now pass the parent window pointer.
- malloc ==> osd_malloc to prevent mixed c++/c window allocations.
- Run to cursor (main view)
- In place memory editing (memory view)
- implement key handling (Up, down, ..) like in windows
- Tab and ESC not yet handled
- Functionality now matches win32 debugger
- Further code review/rewrite/simplification
- Added more comment headings
- fix a compile warning for gcc-4.4 (not detected by gcc-4.2)
- Horizontal divider bar to individually size views.
- minimum height aligned to win32 debugger
ARM: preliminary SA-1110 support [R. Belmont]
Verified all deco32 clocks and corrected HuC6280 clock following old
Charles McDonald notes I had about internal divisor. Added a note on
the Arm cpu used by this game: it's a Data East 101 custom
[Corrado Tomaselli]
Changed the following games to use the 76489A variant (verified on my
pcbs): Green Beret, Do Run Run, Mr.Do's Castle, Jail Break,
Shaolin's Road, Yie Ar Kung-Fu [Corrado Tomaselli]
Fixed sn76489a periodic noise once again (and simplified a bit of
code), now should be closer to or match real chips as sampled. Added
true clock divider emulation, so emulation may be a bit slower.
[Lord Nightmare, PlgDavid, Kold666]
Popmessages can now be used in drivers which have an MC6845.
[Curt Coder]
Ensure that RAM and bitmaps are cleared when the ms32 driver is
started to avoid 64-bit build crashes [David Haywood]
Converted HD63484 ACRTC to be device. [Fabio Priuli]
hng64 : Hacks the camera to work in sams64. [Andrew Gardner]
Fixed crash issues with mchampdx [Fabio Priuli]
s14001a: updated comments; got rid of the squealing noise (hidden
behind a #define now, code is still there) until some other issues
can be resolved. [Lord Nightmare]
Dumped the proms in D-Day (Jaleco) [Chack'n, Team Japump]
Fixed background and sprites colors in D-Day (Jaleco) [Angelo Salese]
UI menu interface changes [couriersud]
- all ui functions now expect a render_container
- removed all macros referencing render_container_get_ui
- ui_menu_alloc now is passed a container to which to render the menu.
New games added or promoted from NOT_WORKING status
---------------------------------------------------
F-15 Strike Eagle (2 sets) [Phil Bennett]
Battle of the Solar System (rev. 1.1) [Phil Bennett]
Tank Battle (prototype rev. 4/21/92) [Phil Bennett]
Fortune I (PK485-S) Draw Poker [Jim Stolis]
Versus Net Soccer (5 sets) [David Haywood]
Island 2 (060529, banking address hack) [David Haywood]
New clones added
----------------
Insector X (Japan) [Gyrovision, Gatinho, Smitdogg, Dumping Union]
Viper Phase 1 =U.S.A= [Keven Eshbach, Dumping Union]
Cube Quest (12/30/83) [Bill K]
New games marked as GAME_NOT_WORKING
------------------------------------
King Tut (Australia) [David Haywood]
Money Bank (Australia) [David Haywood]
Penguin Adventure (bootleg) [Mariusz Wojcieszek]
Quarter Horse Classic [Siftware, Mariusz Wojcieszek]
Pinkiri 8 [Gyrovision, Smitdogg, The Dumping Union]
Poker Ladies (Censored bootleg) [David Haywood]
Gundam Wing: Endless Duel (SNES bootleg)
[N. Francfort, manliodp, Smitdogg, The Dumping Union]
Mortal Kombat 3 (bootleg of Megadrive version)
[Patrick McCarron, Smitdogg, The Dumping Union]
Site @ http://mamedev.org/
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| Ootake 2.28 released! |
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Posted by: RockmanForte - 01-21-2010 01:27 PM
- No Replies
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Quote:2010/01/21 2.28 released
- Processing that played the CD-DA track was sped up (lightened). Moreover,
the played timing was brought close to a real machine.
- The CD access processing part was corrected. In "Draemon - Nobita no
Dorabian Night (CD)", when the first boss is defeated, the problem that
had stopped was solved (When the state before v2.27 is loaded in this
game, it has trouble. please play from the start of this game). And, in
the title screen of "Psychic Storm", the problem that the introduction
part of the tune has fallen into disorder was solved.
- It corresponded to the monochrome screen function (This screen mode can be
used by the tip of some games). * While displaying monochrome screen,
the processing is a little heavy because it stuck to the image quality.
If the personal computer not fast is used, select "Screen->TV Mode" menu (
default), and use "FullScreen Mode".
[Side Arms]...In the title screen, push "RUN" while pressing "Up" + "I(1)"
+"II(2)".
[Power Drift]...In the title screen, push "RUN" while pressing
"Lower-Right" + "SEL" + "I(1)" button. Next, select "ERIC" and push
"2(II)" button. Moreover, push "2(II)" button. By the way, it becomes
"four split-screen + monochrome screen" if it pushes another times.
[Heavy Unit]...In the title screen, push "SEL" while pressing "Left" +
"I(1)" button. Choose the difficulty "HARD". And, push "I(1)" button 46
times. And, push "II(2)" button 96 times. Push "RUN" button at the end.
[Coryoon]...Choose the sound test on the title screen. Listen to the tune
in order of "01, 04, 05, 06, 05, 06, 05, 06, 05, 06, 05, and 06". (the
tune start is "II(2)" button. Only introduction OK.)
- "MonoColor Mode" was added to "Screen" menu. It connects "PC Engine(TG16)"
with the monochrome television. (Moreover, it has the extra function.
Select with [Ctrl]key is pressed, and the Green Display mode can be used.)
- 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/Ootake228-for98.zip
Site @ http://www.ouma.jp/ootake/
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| Ootake 2.27 released! |
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Posted by: RockmanForte - 01-14-2010 02:31 PM
- No Replies
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Quote:2010/01/14 2.27 released
- It corresponded to four split-screen display (This screen mode can be used
by the tip of some games). * "Jack Bauer" doesn't appear there.
[Power Drift]...In the title screen, push "RUN" while pushing
"Lower-Right" + "SEL" + "1(I)" button. Next, select "ERIC" and push
"2(II)" button.
[World Court Tennis]...In "Pass" of the quest mode, bury all of the
password with the "poo mark"(bottom, fourth from left). And, select "End".
[Psycho Chaser]...In the title screen, reset game ("RUN+SEL" button) 35
times. After that, push "SEL" while pushing "1(I)" + "2(II)" + "RUN"
button.
[Youkai Douchuuki]...In the title screen, push "RUN" while pushing "1(I)"
+ "2(II)" + "SEL". Input "SPEED-UP" and the message is displayed. And,
reset game ("SEL+RUN" button).
- The volume balances of ADPCM sound source have been adjusted.
- The CD access processing part was corrected. In "Doraemon Nobita no
Dorabian Night (CD)", the problem that the game screen has fallen into
disorder (generated from v1.65) was solved.
- In "Shadow of the Beast", the problem that the TurboButton(AutoFire)
setting was not occasionally effective was solved.
- When game reset was done with [F1] key after the setting was set to
"three-button pad", the trouble that had occasionally entered the state
that "six-button pad" is connected 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/Ootake227-for98.zip
Site @ http://www.ouma.jp/ootake/
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| Ootake 2.21 released! |
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Posted by: RockmanForte - 11-09-2009 05:54 PM
- No Replies
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Quote:2009/11/09 2.21 released
- With Windows7/Vista, the problem that the drawing had been delayed of some
frames was solved. As a result, I think that the reaction after the JoyPad
is operated became it as well as WindowsXP.
* This is a specification of Vista/7 that should scold (the delay of three
frames is permitted). In game software for all WindowsXP(Direct3D),
this delay happens. It is necessary to change the video card driver's
setting to solve it. I brought the method together on the following
site.
http://www.ouma.jp/ootake/delay-win7vista.html
- "Disable Aero (No Time-Lag, Recommend)" and "Use Aero (Time-Lag exists)"
were added to "Screen" menu. The delay of the display seems to happen
whenever the game for Direct3D is played on Windows7/Vista Aero(desktop
that can be made transparent etc.).
Because the delay spoils the interest of the action game and the shooting
game, play by "Disable Aero" is strongly recommended.
Moreover, it is possible to switch quickly with [Ctrl + F12] key.
- When setting it to the size of the window "x4" (Or, full-screen 1280x1024
or more), and, when "Setting->Screen->Special Scanlined" has been
selected, the bug that the color of the screen was not correctly displayed
was corrected.
- With Windows7/Vista, the best processing method of V-Sync is distinguished
by the automatic operation. As a result, "Win7/Vista Use Auto-V-Sync" of
"Setting->Screen" menu became unnecessary.
- When "Screen->FullScreen Customize->FullScreen Resolution Auto Change"
menu is used (for chiefly 15kHz display), the bug not to be able to do
resolution switch smoothly (generated from v0.96) 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/Ootake221-for98.zip
Site @ http://www.ouma.jp/ootake/
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| Ootake v2.20 released! |
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Posted by: RockmanForte - 11-02-2009 08:56 PM
- No Replies
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Quote:2009/11/03 2.20 released
- It corresponded to "Windows 7". It operates also on 64bit version Windows
(as 32bit application).
- V-Sync (synchronization of drawing and operation) can be done when the
refresh rate of the display is even 59Hz, and 61Hz(value on Windows).
- With 64bit version Windows, the problem that the save folder open menu(
"File->Open Save Folder" etc.) was not able to be used was corrected.
- "Buffer2176" was added to "Setting->Audio" menu. (for fine-tuning)
- When "Dungeon Explorer II (U)"(English version) is started, the CD access
timing was brought close to a real machine as well as a Japanese version.
- The timer interrupt processing has been improved. In "Shin Megami Tensei",
the problem that the auto mapping display sometimes fell into disorder
occasionally was reduced. (A similar phenomenon sometimes happens to a
real machine, too.)
- "Auto Reduce Bug (Shin Megami Tensei)" was added to "Setting->CPU" menu.
When "Shin Megami Tensei" is started, the drawing bug problem(happens with
a real machine similarly) is solved.
- In the battle scene of "Shin Megami Tensei", the priority level of the
screen display was done as well as a real machine.
- The speed and timing were brought close to the movement of a real machine.
In the opening demo of "Double Dragon II" etc., the timing of the picture
and the voice has approached a real machine.
- When volume adjustment key (PageUp,PageDown) was left pushed, the problem
that the key input occasionally collected by the PC environment 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/Ootake220-for98.zip
Site @ http://www.ouma.jp/ootake/
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| bsnes v0.055 released |
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Posted by: RockmanForte - 11-01-2009 06:41 AM
- No Replies
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Quote:This release adds full Super Game Boy support ...
The Game Boy emulation core is courtesy of gambatte, and excellent, accuracy-focused, open source, and lightning fast Game Boy Color emulator. Now I know what you're thinking, using a Game Boy Color emulator with the Super Game Boy? The truth is, gambatte was just such an amazingly perfect fit that nothing else compared. I fully believe that even as a CGB emulator, gambatte will do a better job than any pure DMG emulator could.
The emulation of the ICD2 chip (aka the Super Game Boy) was fully reverse engineered by myself. Eventually I'll get an updated document put up explaining how it works.
The next question might be, "why emulate the Super Game Boy when existing Game Boy emulators do?"; well, they can only simulate part of the SGB. Features such as custom SNES sound effects, hand-drawn borders, multi-tap support and custom SNES code execution can only be accomplished by a true SNES emulator. Space Invaders is perhaps the most impressive demonstration, as it contains an entire SNES game embedded inside the Game Boy cartridge.
bsnes' SGB emulation supports virtually every command, full sound mixing from both the SNES and Game Boy sides, both BIOS revisions, etc. The only thing that is not fully functional yet is the multi-player support, but it should be in due time. Save state support is also planned for a later date.
Changelog:
* added Super Game Boy emulation (thanks to gambatte for the Game Boy core)
* extended hybrid scanline/cycle PPU renderer to support Mode7 register caching; fixes scanline flickering on NHL '94 title screen
* all windows (other than the main window) can be closed with the escape key now
* file dialog path selection now accepts typed paths; can be used to access hidden directories and network shares
* file dialog's game information panel can now be disabled
* fixed a crashing issue when the file dialog was given an invalid path
* fixed screenshot capture save location
* added screenshot capture option to tools menu
* state manager now auto-closes when loading a state; it can be reopened quickly with F3
* fixed GZip archive loading
* fixed NTSC off-by-one filter bug on hires screens
* extended Scale2x, LQ2x and HQ2x to properly filter hires screens
* added Pixellate2x filter
![[Image: bs_346.png]](http://byuu.org/images/bs_346.png)
Site @ http://byuu.org/
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| mame 0.135 released! |
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Posted by: RockmanForte - 10-31-2009 08:55 PM
- No Replies
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Quote:0.135
-----
MAMETesters Bugs Fixed
----------------------
- 03378: [DIP/Input] kamakazi3: Unable to use normal coin slots (coin
lockout) (Luigi30)
- 03496: [Sound] mouja: Sound Effects/Voice missing (Mamesick)
- 03423: [Crash/Freeze] acpsx, atpsx, atluspsx, cpzn1, cpzn2, psarc95,
taitofx1, tps, vspsx : Access Violation (Fabio Priuli)
- 03425: [Crash/Freeze] taitogn: Access Violation before typing OK.
(Fabio Priuli)
- 03424: [Crash/Freeze] chihiro, triforce: Access Violation before
typing OK (Fabio Priuli)
- 03490: [Crash/Freeze] quasar, quasara: Segmentation Fault after OK
(Fabio Priuli)
- 03491: [Crash/Freeze] dynobop, sstrike, slikshot, slikshot17,
slikshot16 : Access Violation after OK (Phil Bennett)
- 03487: [Crash/Freeze] All Drivers using z180 cpu: Access Violation
(Phil Bennett)
Source Changes
--------------
Changed sound banking on Shogun Warriors/B.Rap Boys to use an
OKIM6295 address map and banks [David Haywood]
Removed the MCU comm hack from namcofl/namconb. This now fixes the
music tempo in most games. [Phil Bennett]
Fixed vroulet controls so that the Red column can be selected.
[luigi30]
680x0 update: [R. Belmont]
- Support PMOVE modes from PMMU
- Allow the FPU to be used for both '030 and '040
- Add byte and word FPU loads/stores
- Fixed buggy FPU 64-bit stores in the (An) addressing mode
chdman: add option to create uncompressed writeable HD images for MESS
[R. Belmont]
scsihd: don't crash if no media is attached [R. Belmont]
More goldstar.c improvements... [Roberto Fresca]
* Completed the New Lucky 8 Lines / New Super 8 Lines hardware/PCB
layout.
* Added New Lucky 8 Lines (set 3, extended gfx).
This set has the New Lucky 8 Lines / New Super 8 Lines program, so
bets are up to 64. Same extended tileset for reels, but lacks of
the New Super 8 Lines title tiles. Maybe is a hidden feature,
maybe just graphics for another hack.
* Added technical notes.
Added abort button to sfrush [Arthur Peale]
Updated mt_tout CRC/SHA1 and added note about old, likely bad dump
[David Haywood]
Added missing dependencies for video/model2.c and video/model3.c
[Phil Bennett]
Fixed recent sprite breakage in some toaplan2 video HW-based games.
[Phil Bennett]
Added later version of Naomi analog I/O board program [Alex]
Changes to the dsp56156 cpu core. [Andrew Gardner]
* Added JF table decode function.
* Added ABS, IMAC, and TFR2 opcodes.
* Fixed various flags for TST, INC24, SUB, CMP, and CMPM.
* Added hack to DO function to accommodate for the CPU core's
inaccurate math.
Galaxian driver changes: [luigi30]
* Crystallized some clock speeds, put ?s near ones that didn't look
correct
* Changed references to galaxiaj in game names to galaxiana
Re-added 2nd button back to ddayc [David Haywood]
Documentation update for the Seibu COPDX-based games. Renamed
sdgndmrb to grainbow. [David Haywood]
Updated most tools in src/tools to be straight BSD license.
[Aaron Giles]
Added -flipped option to unidasm to output with disassembly first and
address/data bytes afterwards in comment form. [Aaron Giles]
Changed 32010 unknown opcode to output in $xxx format like all other
hex values. [Aaron Giles]
New games added or promoted from NOT_WORKING status
---------------------------------------------------
Mahjong Seiryu Densetsu [Luca Elia, Guru, Dyq, Bnathan]
Mahjong Daimyojin [Luca Elia, Guru, Dyq, Bnathan]
New clones added
----------------
Pinball Action (set 5, encrypted) [f205v]
Hyper Sports (bootleg) [f205v, David Haywood]
Darkstalkers: The Night Warriors (Hispanic 940818) [Artemio]
Gran Premio F1 (Italian bootleg of Pole Position II)
[f205v, David Haywood]
Scramble (Karateko, French bootleg) [Joachim Bassmann]
Super Breakout (rev 03) [Andy Welburn, Lord Nightmare]
New Lucky 8 Lines (set 3, extended gfx)
[Roberto Fresca, Darklord & Team Europe]
New games marked as GAME_NOT_WORKING
------------------------------------
Tournament Solitaire [Angelo Salese, Siftware]
Airline Pilots DX [ANY, The Dumping Union]
Site @ http://mamedev.org/
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| TinyCDI 28/10/09 released! |
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Posted by: RockmanForte - 10-29-2009 06:37 PM
- No Replies
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Quote:So.. I’ve been testing out various CDi Titles in the recent MESS driver, and I can only feel sorry for anybody who spent 700$ on one of these when it came out. You can count the number of good games on one hand, and on most other systems those would merely be considered average. The bad games, you’d need more than just a desert to bury them. Almost every game on the system suffers from glaring design flaws (as does the actual system), some of them so obvious that you wonder how they were ever released. I approached the system with an open mind, thinking that all those videos on YouTube of people ripping into the games were just for show, they’re not, actually if anything they’re too kind on some of these titles.
While not all the games work well enough in MESS to make a fair assessment the majority don’t need to, overloaded with ‘multimedia’ content, poor controls, illogical menus, no gameplay value, and deeply flawed designs are obvious even through the bugs.
The only 3 games I actually enjoyed were the following
Hotel Mario
Despite some people hating this it is actually a solid arcade-style game, had it actually been released as a sequel to the original Mario Bros arcade I think it would have done rather well. The action all takes place on a non-scrolling screen, just like the original and the whole thing plays like a classic arcade title, even if the controls can feel a bit ’sticky’ at times.
The Apprentice
The graphics and animation on this one make you wonder why none of the other CDi games come even close in terms of presentation, they’re stunning. The sound / music don’t work so it’s hard to know if they match the graphics, but at least with this game you know you’re looking at something better than you’d see on the Genesis. It’s another simple platformer, this time a vertically scrolling one. You must get from one end of the level to the other, avoiding various enemies, and collecting items that will help you pass other parts of the level. It’s not a flawless game, you notice straight away that any enemy which even leaves the screen by 1 pixel becomes inactive, and the control system only allows you to fire when you’re on the ground. These problems don’t however stop it being by far the best thing to have been released on the CDi and make you wonder what could have been done with the system if more good developers had been involved.
Dimos Quest
This one is from the same team as The Apprentice, and shares a similar graphical style. It’s not as polished as the former, and the ingame sprites are tiny so it doesn’t look quite as good. The game is puzzle-based in it’s nature. Each level consists of a number of pieces of candy, you have to collect them all and reach the exit without being killed. The levels are full of hazards and obstacles, and each one must be dealt with in an appropriate way. There are a large number of special items and the later levels are of a large enough scale to present a significant challenge to even a skilled player. My only gripe is that the controls feel very laggy and you often overshoot the square you want, sometimes leading to your death; I don’t know if this is an emulation bug or a problem with the original, bad controls seem to be a theme mentioned even on the YouTube CDi videos on a frequent basis.
Thankfully these 3 are playable right now in the MESS driver. I’ve also compiled a Tiny MAME build which incorporates the MESS code, below.
A couple of other games look interesting but simply don’t work. MegaMaze looks like it could be a good puzzle game, sliding marbles around a maze.
As for the bad…
The Zelda games are an abomination, seriously, they have no redeeming features at all, neither works well enough in MESS at the moment to make any great amount of progress, but the game mechanics are so bad you simply don’t want to anyway. The video (cartoon/fmv) based games are mostly pointless, especially the Wacky Golf game, which isn’t even funny the first time you see the clips, and most games are laden with FMV where FMV doesn’t need to go.
The ‘board game remake’ titles (mostly from ‘CAPDisc’) just serve to annoy, by being slow paced, ugly and clumsy in their implementation.
As for the ‘Arcade Classics’, ‘Family Games’, and ‘Golden Oldies’ packs, each and every game feels like a poor joke; for Family Games 2 you can almost sense that the programmers knew it was awful, so simply made it into a joke with their parodies (Mortal Pong??). There is no consistency in the games aside from them being consistently bad, each one of the arcade classics is prentend in a completely different way. Galaxian has no decoration, Galaga has so much decoration it looks like the game is afraid to use more than 1/4 of the screen, and MS. Pacman has been tarted up, has had a (flawed) 2 player mode added, but the enemies have been dumbed down so much it’s not even worth playing and those are the official ports!. The unofficial ones found in ‘Golden Oldies’ are even worse, BlockBuster is Arkanoid, but done so wrong it’s not even funny. The initial jingle you get on starting a game is a direct rip-off of the official Arkanoid jingle but a bit more ’spacey’ (I’m surprised they weren’t sued) but the rest of the sound effects just sound completely out of place, and when you miss the ball they decided to add a long winded animation where your paddle turns into a skull and falls apart whilst playing a generic Aaaaargh sample. You’ve also got a Defender remake, a Centipede remake, and a Space Invaders remake, none worth your time. There were better classic ports and remakes on the 8-bit systems, these are just embarrassing. For the most part these compilations work well in the driver, althouh the official Namco one has issues, and some of the minigames in the Family Games series don’t run properly.
Micro Machines has a port, but it’s a disaster, the framerate is somewhere around 20fps, they’ve added some bad FMV sequences, and it has no in-game sound only music, those aren’t emulation issues either, it’s exactly like that on the original hardware.
Video Speedway seems like it has potential, until you reach the actual game. The menus are well presented, but the actual game is a very, very poor clone of the Genesis version of Super Monaco GP, your car sounds like it has a broken lawnmower for an engine, and your tyres screech like a screaming teenage girl, the graphics are bland and the game near unplayable.
Honestly, the CDi is terrible, most systems have their share of bad games, but the bad games on CDi make up the majority of the titles, you have to play some of them simply to understand how bad they are but once you’ve played them once, you’ll never want to go back and play them again; at least not unless you’re suffering from a severe case of memory loss and forgot how bad they were.
Good to see emulation of the system improving… Now.. to wash my eyes out..
——————–
More @ http://mamedev.emulab.it/haze/
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| bsnes WIP |
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Posted by: RockmanForte - 10-29-2009 08:05 AM
- No Replies
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Quote:For those who don't remember, I implemented Super Game Boy support soon after v045 was released, but I was never able to complete it due to a lack of understanding how the $7800 register worked. I abandoned this support because it required building all of gambatte inside bsnes. That isn't a bad thing at all, gambatte is a great emulator. The problem was more all of that extra code and complexity for something that didn't really work.
But we'll never fix the $7800 problem if we don't have a codebase to work on it with. So taking from the new dynamic library support with snesreader and snesfilter, I've built libgambatte into a library, and simply link in a dozen or so API calls to it.
So far, I have non-SGB games working again, without sound output, and with the usual $7800 synchronization issues. I don't expect to solve this problem, but at the very least, it's a launching point for future progress.
![[Image: bsnes_20091029a.png]](http://byuu.org/images/bsnes_20091029a.png) ![[Image: bsnes_20091029b.png]](http://byuu.org/images/bsnes_20091029b.png)
Site @ http://byuu.org/
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| mame 0.134u4 released! |
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Posted by: RockmanForte - 10-25-2009 06:53 AM
- No Replies
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Quote:0.134u4
-------
MAMETesters Bugs Fixed
----------------------
- 03475: [Crash/Freeze] exprraid: Game freezes after insert coins
while playing (Angelo Salese)
Source Changes
--------------
Discrete sound improvements: [couriersud]
- DSS_INVERTER_OSC optimizations
- OSD_PROFILING is now an environment variable. No more recompiling
to turn profiling on
- Added two asserts to task processing
Updated beaminv.c driver, in attempt to fix MT bug 03473. [stephh]
Draw Poker Hi-Lo - added discrete sound. [Derrick Renaud]
Relaxed romcmp filename length restriction. [Philip Bennett]
Blue Shark - added shark sound. [Derrick Renaud]
Fixed Sega System 16 ROM names according to real machine, and
corrected game version description for Alien Syndrome and SDI.
[Team Japump!!!]
Fixed TRIG3 register handling in GTIA for Atari XL/XE.
[Mariusz Wojcieszek]
Noraut/DPHL driver improvements: [Roberto Fresca]
* Added Draw Poker Hi-Lo (japanese), based on 8080A CPU.
* Merged the gtipoker memory map and machine driver with dphl.
* Created a base machine driver and then derivatives by hardware.
* Splitted the regular RAM and NVRAM systems.
* Added 'Hi-Lo Double Up Joker Poker' from SMS Manufacturing.
* Added smshilo hardware details and PCB layout.
* Added smshilo discrete sound circuitry scheme/documentation.
i386: implemented SLDT & STR opcodes. [Angelo Salese]
scsihd updates: [R. Belmont]
- Fixed parameter interpretation for READ(10) and READ(12)
- Added WRITE(10)
Naomi updates:
- Hackish support for 8888 tiles (Shootout Pool displays something).
[R. Belmont]
- Increased number of JVS analog channels for driving games
[R. Belmont]
- Protection data added for Crazy Taxi, Jambo! Safari, and Virtua
Tennis 2 [Deunan Knute, ANY]
Added PCB layouts of Bingo Roll / Bell Star (4 sets) [Team Europe]
Added Xtal location and values to Bingo Roll / Bell Star hardware/PCB
layouts. [Roberto Fresca]
Added Multi Game I (V.Ger 2.4) PCB layout. [Team Europe]
Mario - converted final mixing stage to DISCRETE_MIXER. This adds the
missing filtering on the walking sounds. [Derrick Renaud]
Fixed dsp56156 DO & BSCC opcode bugs. [Andrew Gardner]
Refactored Z80CTC to use devcb. Emulated coin flag flip-flop in
Cosmic Chasm. [Curt Coder]
DISCRETE_RC_CIRCUIT_1 - promoted skyraid custom charge to it's own
module so it could be used with the same circuit in Battlezone.
[Derrick Renaud]
Battlezone - updated to use new module. Adjusted sound levels.
Adjusted engine frequency. Remember there is a slider to adjust the
frequency. [Derrick Renaud]
Donkey Kong Jr. - set noise clock to a fixed measured frequency.
(Speed optimization) [Derrick Renaud]
Removed most remaining instances of statically initialized variables,
improving multisession support. [Atari Ace]
Removed dead function prototypes. [Atari Ace]
Swapped ddp2/ddp2a program ROMs around to match set descriptions.
[Lei Wu]
Fixed a couple of source typos. [Christophe Jaillet]
Added Chihiro BIOS loading. [Alex, Paul Hogger, David Alves,
Hugo Cesar Somellera Calderon, Jeremy Ostrowski, Daniel Palmer]
Fixed crimfght 4P version inputs. [Arthur Peale]
Added colour proms to Seta / Visco Roulette. [Team Europe]
Sped up ertictac driver VIDEO_UPDATE. [Christophe Jaillet]
Minor speed improvement to the e132xs core - don't pass opcode
parameter when calling instruction handlers. [Christophe Jaillet]
Added two-sided polygon flag and back-face culling to Model 3 video
emulation. [Naibo Zhang]
Changed stepstag set description to Stepping Stage Special.
[Naibo Zhang]
Added verified PAL dump to Tokio/Scramble Formation.
[Corrado Tomaselli]
Verified on PCB all the clocks for Mikie, changed the M6809 clock to
1.536MHz and Vsync to 60.59Hz. Changed the sound chips to variant
SN76489A which are the ones on the PCB. [Corrado Tomaselli]
Naomi: add protection data for 18 Wheeler [Deunan Knute, ANY]
DISCRETE_COUNTER - added MIN parameter and optimized speed.
[Derrick Renaud]
naomi: added 18 Wheeler JVS I/O and motor controller dumps.
[Gerald (COY)]
Added helper macro for CDP1864 screen creation. [Curt Coder]
Added PROM dumps to starfire and fireone. [TrevEB]
Battlezone - set unclipped volume to 50% slider position. This allows
you to drive the audio into clipping like a real game.
[Derrick Renaud]
Added helper macro for CDP1869. [Curt Coder]
Naomi: add revision G export BIOS. [R. Belmont]
Goldstar driver improvements: [Roberto Fresca]
* Added new game: New Lucky 8 Lines / New Super 8 Lines.
* Inputs and DIP switches from the scratch.
* Added Hopper service button to all New Lucky 8 Lines sets.
* Added Paytable settings DIP switch to all New Lucky 8 Lines sets.
* Minor clean-ups.
* Created a new machine driver for wcat3.
* Mapped the missing d000-efff ROM space range.
* Added PCB & DIP switches banks layouts for ns8lines.
Changed CPU clock display in the UI to display multiplied/divided
clocks instead of raw clocks. [Dirk Best]
Changed device callback system to look up devices owned by the same
parent if a child device references another device. [Dirk Best]
Fixed a couple of unbalaced profiling calls, and added output to help
identify the source of unbalanced calls. [Christophe Jaillet]
New games added or promoted from NOT_WORKING status
---------------------------------------------------
Turbo Outrun (Mega-Tech) [Any, Dumping Union]
Mahjong Gekisha [Luca Elia, Guru, Dyq, Bnathan]
Miracle Derby - Ascot [Stefan Lindberg, David Haywood]
New Lucky 8 Lines / New Super 8 Lines
[Roberto Fresca, Darklord & Team Europe]
New clones added
----------------
Alien Syndrome (System 16B, Japan, New version) [Team Japump!!!]
Hana Jingi (Japan, Bet) [Luca Elia, Guru, Brian Troha, Yasuhiro Ogawa]
Super Hang-On (Japan, FD1094 317-0038) [The Dumping Union]
Zaxxon (set 3) [Team Europe]
1942 (Revision A, bootleg) [Darran]
Street Fighter II' - Champion Edition (Double K.O. Turbo II, bootleg)
[J. Bijl, krick, Smitdogg]
Sonic Championship [Brian Troha, Dumping Union]
New games marked as GAME_NOT_WORKING
------------------------------------
Criss Cross (Sweden) [Tormod]
Shootout Pool [ANY, The Dumping Union]
Virtua Tennis 2 (cartridge) [ANY, The Dumping Union]
Draw Poker Hi-Lo (Japanese) [Roberto Fresca]
Hi-Lo Double Up Joker Poker [Roberto Fresca, Alan Griffin]
Ten Spot [Smitdogg, N. Francfort, David Haywood]
Crazy Taxi [ANY, The Dumping Union]
18 Wheeler [ANY, The Dumping Union]
Jambo! Safari [ANY, The Dumping Union]
F355 Challenge (Twin) [ANY, The Dumping Union]
F355 Challenge 2 (Twin) [ANY, The Dumping Union]
Go! Go! Connie chan Jaka Jaka Janken
[Mariusz Wojcieszek, Dumping Union]
Site @ http://mamedev.org/
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| snesfilter v0.005 released! |
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Posted by: RockmanForte - 10-23-2009 01:44 PM
- No Replies
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Quote:I fixed an off-by-one scanline bug in the NTSC filter on mixed-mode screens, such as the hires textboxes found in a few Japanese-only RPGs; added a new Pixellate2x filter that essentially makes sure the output is 512x448 using nearest-neighbor sampling; and extended Scale2x, LQ2x and HQ2x to support mixed-mode screens without falling back on the direct filter. The last one stops a rather jarring transistion when these hires text boxes would pop up or disappear.
The new version is on the bsnes download page. You can extract snesfilter.dll from the archive and put it in with v054 and it will work. Or just wait for the next release, either way.
On the bsnes side, many new things. First, MinGW GCC 4.4 has PGO support, it just doesn't generate the *.gcno files anymore. Would be nice if someone mentioned that somewhere, but whatever. Unfortunately, using it doesn't really speed things up. Seems the 4.4 series simply moved PGO optimizations to standard optimizations or something, who knows.
Next, I've updated the custom file browser to accept text-input in the path selection box; which allows access to network shares, hidden folders, and the like. Qt 4.6.0-beta1 fixes the style sheet inheritance problem at long last, so once again I've removed all the extra code that was required to work around that bug, simplifying the GUI code a good bit.
I've also added caching for the Mode7 registers to the scanline renderer, which fixes a few stray pixels that show up on the title screen in NHL '94.
Site @ http://byuu.org/
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