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| Makaron NAOMI Test 12/3 |
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Posted by: cyclonmaster - 03-06-2010 10:19 AM
- No Replies
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Latest Naomi emulator released.
![[Image: 000sdt1r]](http://pics.livejournal.com/dknute/pic/000sdt1r)
![[Image: 000se8p1]](http://pics.livejournal.com/dknute/pic/000se8p1)
Quote:This is just a few tweaks and changes added to the old T12 core - I'm still working on new version and that's not yet ready. The reason I'm releasing T12/2 is the addition of code, written by Andreas Naive, that allows run-time M2/M3 decryption of NAOMI carts without having to rely on trojaned out protection data.
Once the game key is obtained for a given cart - and this is done with another trojan and some smart analysis (Andreas approach) or brute forcing (cough) - all data can be derived directly from the encrypted parts.
I've added a simple ZIP handler and now you can load some of MAME games:
"Capcom vs. SNK", "Cosmic Smash", "Gun Spike" / "Cannon Spike", "Dead or Alive 2" / "Dead or Alive 2 Millenium", "Giga Wing 2", "Giant Gram 2000", "Heavy Metal Geomatrix", "Marvel vs Capcom 2", "Moero Justice Gakuen" / "Project Justice", "Power Stone", "Power Stone 2", "Toy Figher", "Virtua Tennis", "WWF Royal Rumble".
More MAME images will be supported in future.
Some titles still need the protection data to be present because M1 and compressed M2/M3 variants are not yet supported by the decoder. You will get a nice error message if any required files are missing 
Oh, the decoder works only for MAME images at this point. The plain images will need some game detection code to properly set the keys.
UPDATE: Yup, apparently Sendspace guys don't like Makaron. Or emulators in general. They deleted the file citing terms of use violation. I will upload T12/2 to another place but this gives me opportunity to add support for a few more MAME images so please wait a bit.
UPDATE2: Updated version is now available.
- "Toy Fighter" off-by-one bug fixed
- "Giant Gram 2000" will now load (but won't work due to missing M1 data)
- "Virtua NBA" added (though the "virnbao" version will not work, this one seems protected?)
- "Samba De Amigo" added (I'm not saying it's playable mind you)
- "Guilty Gear X" _would_ work if not for a truncated protection file (but here's a hint, unpack ggx.zip, add zeros to the file to match required length and pack it again and it will work now)
- "Dead or Alive 2 Millenium" will now properly load parent ROM (same goes for other games with variants)
- "18 Wheeler" added (not tested)
- "Crazy Taxi" added (not tested)
- "Death Crimson OX" added
Get it from here:
News Source
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| MAME v0.136u4 released! |
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Posted by: RockmanForte - 03-04-2010 05:00 PM
- No Replies
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Quote:0.136u4
-------
MAMETesters Bugs Fixed
----------------------
- 03268: [Save/Restore] All sets in galaga.c: Problem with Savestates
(couriersud)
- 03698: [Compiling] NOWERROR=1 casues -fno-strict-aliasing to be
dropped (couriersud)
- 03749: [Crash/Freeze] All sets in micro3d.c : [debug] Assert in
debug build (couriersud)
- 03746: [Core] [debug] Overloaded C++ operator new/operator delete is
too restrictive (couriersud)
- 03748: [Documentation] ncv1, ncv2 and clones: Namco 'Classics'
Collection description incorrect (Tafoid)
- 03634: [Graphics] quantum: Draws wrong lines (MathisRosenhauer)
- 03739: [Crash/Freeze] backgamn: Access Violation after OK
(Fabio Priuli)
- 03249: [Misc.] motoxgo, timecrs2b: H8/3xx: Unknown opcode (PC=2)
100 (R. Belmont)
- 03740: [Crash/Freeze] atomicp, snapper: Duplicate save state entry
(Tafoid)
- 03699: [Crash/Freeze] masterw: Game freezes (Fabio Priuli)
- 03697: [Misc.] bigrun: Missing gfx and terrible music (Mamesick)
- 02960: [Graphics] speglsht: Regression in Super Eagle Shot, looping
broken attract mode (Mamesick)
- 03034: [DIP/Input] scross, scrossu: Control Issues (M.A.S.H.)
- 03731: [DIP/Input] ixion: Unable to rotate cannon clockwise (M.A.S.H.)
- 03727: [Misc.] spiders: Source typo in discrete sound system
(M.A.S.H.)
Source Changes
--------------
Removed window config from video_config [couriersud]
Mapped player 2 inputs and buttons 4-6 in Mortal Kombat 3 (bootleg of
Megadrive version) [Mariusz Wojcieszek].
{megadriv} Fixed compile by removing "static" [Miodrag Milanovic]
Moved global new/delete operators into inlines in emualloc.h to avoid
link errors with certain architectures. [couriersud]
Some minor cleanup/normalizing of emualloc in general. [Aaron Giles]
namcops2 updates [Guru]
* Moved Kinnikuman Muscle Grand Prix and Taiko No Tatsujin 9 to
System 256
* Added DVD images for netchu02, soulcl2a, tekken4b, tekken51,
sukuinuf, and soulclb3
Fixed TI PSG (sn76489 and friends) noise and square-wave period to be
maximum length when period register is set to 0. Fixed white-noise
phase/XOR issue: got rid of noise XOR/XNOR select, as all chips seem
to use XOR. [Lord Nightmare, Michael Zapf, PlgDavid]
Preliminary DIP coverage (lives/coinage/test mode) and Player 2
control fix for unclepoo. [Tafoid]
Implemented Z80-DMA interrupts. [Curt Coder]
Fixed a bug in emu/sound/disc_mth.c. This affected spiders.c fire
sound. [MASH]
Minor fix to sn76489: sn76489 wasn't using the correct noise taps (now
matches sn94624, still need to test a real chip) Removed a piece of
useless code, and fixed a comment. [Lord Nightmare]
ui.c,ui.h,windows/input.c: [Miodrag Milanovic]
* removed ui_use_new_ui check used by MESS code
* moved ui_mess_handler_ingame call in proper place, so device UI
callbacks works again
* removed toggle of menu bar (MESS related)
info.c: Moved print_game_categories into info.c, since it can be used
by any driver anyway. [Miodrag Milanovic]
Fresh driver notes added for unclepoo based analysis of the Z80 code.
[Stephh]
k051649.c: fixed bogus for loop in device reset [Fabio Priuli]
z80ctc: Fixed Z80CTC read handler [Tim Schuerewegen]
Complete rewrite of the Z80-PIO implementation. The handshaking
signals are now more accurately emulated. As a result, the Merit
Megatouch games are no longer working since they relied on the earlier
incorrect behavior. [Curt Coder]
attckufo: Imported MOS6560 device emulation from MESS and removed the
existent custom audio/video emulation [Fabio Priuli]
Corrected visible area and timer speeds to make the fix up some
audio/video problems. [Angelo Salese]
Preliminary merging of hexa.c into the arkanoid.c driver. [Tafoid]
meritm.c: Added scanline timer-based vblank interrupt to work around
the broken V9938 interrupts. Megatouch games are now working again.
[Curt Coder]
zaxxon.c: Fixed Ixion (prototype) inputs [MASH]
i386: Small fix for the i386 core, correcting the LLDT instruction.
This fix sets up the LDTR base and limit values correctly, fixing use
of the LDT. [Barry Rodewald]
Implemented proper irq ack to the deniam.c driver [Angelo Salese]
Implemented irq ack to Big 10 [Angelo Salese]
Implemented irq ack to Aeroboto / Formation Z [Angelo Salese]
segas32.c: Fixed Stadium Cross inputs [MASH]
hexa: merged the remaining code into arkanoid.c [Fabio Priuli]
skyfox.c: added driver data struct and save states [Fabio Priuli]
Hooked up bare bones z180 communication CPU in Cadash [Angelo Salese]
Make mips register names accessible in the debugger expressions
[Olivier Galibert]
Some improvements to Lucky Girl (New HW) [Angelo Salese]
Fixed a bug in debugint.c: Actually make Del and BS delete the last
character. [sz72]
Added driver_data struct and save states to the following drivers:
lkage.c, lockon.c & lsasquad.c. [Fabio Priuli]
Added save states to liberate.c. [Fabio Priuli]
Moved ins8154 emulation from MESS to MAME, needed by future drivers.
[Dirk Best]
H8: fix stack trashing when simultaneous IRQ sources asserted
[R. Belmont]
namcos23 update: [R. Belmont, Olivier Galibert]
* motoxgo and timecrs2 are now able to sync up and communicate with
the emulated JVS I/O board
* Fixed all games to run VBL toggle
* Documented data and point ROM checks for future use
es5506.c: added save state to both ES5505 and ES5506 [Fabio Priuli]
added driver_data struct and save states to the following drivers:
attckufo.c, m79amb.c, macrossp.c, marinedt.c, markham.c, mayumi.c and
mcatadv.c. [Fabio Priuli]
Added driver_data struct and save states to the following drivers:
madmotor.c, mazerbla.c, mikie.c, mjsister.c, mogura.c, mole.c and
momoko.c. [Fabio Priuli]
namcos23: Panic Park uses the motoxgo I/O board, now it syncs too
[R. Belmont]
namcos23 update: improved "Gorgon" h/w support [R. Belmont]
Added driver_data struct and save states to the following drivers:
megazone.c, meijinsn.c and mermaid.c. [Fabio Priuli]
namcos23: improved documentation, fixed a few POST fails [R. Belmont]
exerion, exeriont, exerionb (exerion.c driver) : [stephh]
* Fixed Dip Switches and Inputs (after verification of the Z80 code)
namcos23 updates: [R. Belmont]
* Documented clocks and syncs measured by Guru
* Added Gorgon JVS I/O board. Final Furlong now gets farther
H8: add bild and bist opcodes [R. Belmont]
namcos23: added nvram for Gorgon. finlflng gets farther. [R. Belmont]
ins8154: Updated to use devcb calls, cleaned up. [Dirk Best]
Namco Super System 23: Add a whole bunch of ram, chips and data roms
mappings [O. Galibert, R. Belmont]
Changed Tecmo World Cup 90 main z80 cpus to 8mhz and vsync to 59.17hz
/ Hard Head sound z80 to 3mhz and vsync to 59.10hz to match original
PCB readings. [Corrado Tomaselli]
Fixed inverted buttons 1 and 2 on f1gp, f1gp2 and Super Formula. They
are Jamma standards boards: brake button is wired to pin 22 and
acceleration button to pin 23 which are respectively button 1 and 2 in
a jamma standard pinout. [Corrado Tomaselli]
Added driver_data struct and save states to the following drivers:
matmania.c, metlclsh.c, mexico86.c, mouser.c, mrflea.c, mrjong.c,
munchmo.c and mwarr.c. [Fabio Priuli]
Added driver_data struct to the following drivers: mgolf.c,
minivadr.c, mosaic.c and mrdo.c. [Fabio Priuli]
Enabled save states to mugsmash.c (everything was already saved)
[Fabio Priuli]
hng64: Added sub-page texture indexing. Fixes many texture lookups in
roadedge and xrally. [Andrew Gardner]
Added driver_data struct and save states to the following drivers:
news.c, nightgal.c and nycaptor.c. [Fabio Priuli]
Added driver_data struct to the following drivers: nitedrvr.c and
nmg5.c. [Fabio Priuli]
enabled save flag in othunder.c (everything is properly saved, but it
seems I forgot about this driver when I device-fied Taito video chips)
[Fabio Priuli]
pic8259: replaced pic8259_set_irq_line with pic8259_irX_w write line
handlers. [Dirk Best]
pic8259: updated to use devcb calls. [Dirk Best]
Improved gfxs in Lucky Girl (New version) [David Haywood]
Implemented device version of the deco16ic tilemap chip [Fabio Priuli]
Converted backfire.c, boogwing.c, dietgo.c, mirage.c, pktgaldx.c,
simpl156.c, supbtime.c, tumblep.c to use the device-fied video chips
[Fabio Priuli]
Added driver data struct and save states to the following drivers:
dietgo.c, mirage.c, pktgaldx.c, supbtime.c and tumblep.c
[Fabio Priuli]
hng64 : More accurately emulated intrinsic camera matrix.
[Andrew Gardner]
Changed all driver_data structs into classes with a simple constructor
and a static allocation function. [Aaron Giles]
Changed MDRV_DRIVER_DATA to reference driver_data::alloc instead of
just providing a size. This function is called to allocate the driver
data. This allows objects to be embedded in the state data and be
properly initialized. [Aaron Giles]
Moved driver data allocation after device list construction so that
devices can be found when the driver data is constructed. [Aaron Giles]
wardner, wardnerj, pyros (wardner.c driver) : [stephh]
* Fixed Dip Switches and Inputs (after verification of the Z80 code)
Converted cbuster.c, cninja.c, dassault.c, funkyjet.c, rohga.c and
vaportra.c to use device versions of the deco16 video chips
[Fabio Priuli]
Made deco32.c independent of deco16ic.c (it only needed a drawing
routine) and removed deco16ic.c now that it is not needed anymore
[Fabio Priuli]
avgdvg: Fixed mametesters bug 03634. Reduced flickering in
Tempest/Quantum. [Mathis Rosenhauer]
pit8253: Updated to use devcb calls, cleanups. [Dirk Bst]
Renamed decodev->deco16ic [Fabio Priuli]
Added driver data class to funkyjet.c [Fabio Priuli]
Added driver data class and save states to vaportra.c and tumbleb.c
[Fabio Priuli]
Added driver_data class and save states to the following drivers:
backfire.c, boogwing.c, cbuster.c, cninja.c, dassault.c, dblewing.c,
deco156.c, rohga.c, simpl156.c [Fabio Priuli]
twincobr, twincobru, ktiger, gulfwar2 (twincobr.c driver) : [stephh]
* Fixed Dip Switches and Inputs (after verification of the M68000 and
Z80 code)
fshark, skyshark, hishouza, fsharkbt (twincobr.c driver) : [stephh]
* Fixed Dip Switches and Inputs (after verification of the M68000
code)
Corrected default assignment of F10 as the default throttle on/off key
for MAME. The #ifdef MESS is needed here due to it's unique old/new
UI setup. [Miodrag Milanovic]
Naomi updates: [R. Belmont, David Haywood, Andreas Naive, Deunan
Knute, Guru, ANY]
* Fix ROM mirroring in gram2000 and friends
* Preliminary hookup of live decryption. Decryption + decompression
is not yet supported so some games still load trojaned data
instead.
naomi: Fixed decrypt method 2, added many more game keys
[Deunan Knute, R. Belmont]
namcos23.c: Add comments about the irq testing code [O. Galibert]
Tidied up includes in a number of files in src/osd/sdl. [couriersud]
Hook up vblank and just enough controls to pass error screens
[O. Galibert]
namcos23: get Gorgon games out of service mode, fix finlflng sound ROM
loading [R. Belmont]
namcos23: comment the probable dips a tad better [O. Galibert]
Added driver_data class and save states to the following drivers:
ohmygod.c, ojankohs.c and olibochu.c. [Fabio Priuli]
Added driver_data class and save states to the following drivers:
oneshot.c, onetwo.c, orbit.c, othello.c and othldrby.c.
[Fabio Priuli]
Added driver_data class to the following drivers: nemesis.c and nyny.c
[Fabio Priuli]
Improvements to Funworld driver. [Roberto Fresca]
* Fixed Jolly Joker graphics and colors.
* Changed Jolly Joker description to Jolly Joker (98bet).
* Added a new croatian set of Jolly Joker with maximum bet = 40.
* Moved the hardware description and tech notes to the ROM_LOAD
section.
* Added a external default NVRAM for Jolly Card Professional 2.0.
* Updated technical notes.
Implemented proper BIOS/Cart ROM bankswitch in the MACS driver, this
improves program logic in Kisekae Mahjong [Angelo Salese]
Removed the coin latch kludge in the MACS driver [Angelo Salese]
snes.c: minor refactorization [Fabio Priuli]
namcos23: fix the data rom mappings [O. Galibert]
rallybik, truxton (toaplan1.c driver) [stephh]:
* Fixed Dip Switches and Inputs (after verification of the M68000 and
Z80 code)
snes.c: temporarily reverted implementation of mult/div through timers
since it breaks some SNES games on the MESS side [Fabio Priuli]
namcos23: timecrs2c reaches the test mode [O. Galibert]
Fixed MT3698 (NOWERROR=1 casues -fno-strict-aliasing to be dropped).
[couriersud]
Fixed save state support in custom namco devices (50,51,53) and
galaga.c. Also resolves MT03268: All sets in galaga.c: Problem with
Savestates. [couriersud]
naomi: convert GD-ROM games to use real PIC dumps [David Haywood]
Add MAME-ified version of SoftFloat library [John R. Hauser]
Merged kingdrby.c and cowrace.c drivers [Angelo Salese]
namcos23: working inputs for TC2 test mode [R. Belmont]
namcos23: Document gun I/O boards [Guru]
hng64 : An initial implementation of hardware lighting.
[Andrew Gardner]
zerowing, zerowing2 (toaplan1.c driver) [stephh] :
* Fixed Dip Switches and Inputs (after verification of the M68000 and
Z80 code)
namcos23: fix Time Crisis 2 coin input [R. Belmont]
New games added or promoted from NOT_WORKING status
---------------------------------------------------
Mortal Kombat 3 (bootleg of Megadrive version)
[Mariusz Wojcieszek, Patrick McCarron, Smitdogg, The Dumping Union]
Bug Fever (5 sets) [Brian Troha, Dumping Union]
Uncle Poo
[Team Europe, Dumping Union, Rene Single, David Haywood, Angelo Salese]
Champion Number [f205v, David Haywood, Angelo Salese]
New clones added
----------------
Pit Fighter (rev 9) [B. Sparks, Smitdogg, The Dumping Union]
Time Crisis 2 (TSS4 Ver.A, Super System 23) [Guru]
Pushman (Top Tronic license)
[MrGoodwraith, Ren?\195?\169 Single, Smitdogg, The Dumping Union]
Blades of Steel (Version L)
[R. Mucciarelli, Phil Bennett, Smitdogg, The Dumping Union]
Touchmaster 4000 (v6.03 Standard)
[jeremymtc, Brian Troha, Smitdogg, The Dumping Union]
Alien Invasion [Andrew Welburn, Brian Troha, The Dumping Union]
Soul Calibur (SOC14/VER.B) [Guru]
Jolly Joker (40bet, croatian hack) [Roberto Fresca, Team Europe]
Touchmaster (v2.2-01 Standard)
[S. Austin, Smitdogg, The Dumping Union]
Smash [Trevor Brown]
X-Men: Children of the Atom (Japan 950105) [Razoola]
Maya (set 1)
[Team Europe, Dumping Union, Rene Single, David Haywood]
King Derby (Taiwan bootleg) [Team Europe, Dumping Union] (not working)
Cherry Master (Watermelon bootleg / hack) [William Ostronic]
Cherry Master (Fun USA v2.5 bootleg / hack) [William Ostronic]
Aracnis (bootleg of Scorpion on Moon Cresta hardware) [f205v]
The Pit (bootleg on Moon Quasar hardware)
[Andrew Welburn, David Haywood]
Safari (set 2, bootleg?) [f205v]
Moon Cresta (Nichibutsu UK) [Andrew Welburn]
Armed Police Batrider (Taiwan Revision A) [Anonymous]
New games marked as GAME_NOT_WORKING
------------------------------------
L.A. Machineguns [ANY]
The Ocean Hunter [ANY]
Royal Gum [Siftware]
Site @ http://mamedev.org/
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| Ootake v2.32 and v2.33 Released |
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Posted by: RockmanForte - 02-28-2010 07:54 AM
- No Replies
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Quote:2010/02/16 2.32 released
- "Audio" menu was added to the main screen (the fifth from the right). The
tempo of CD-DA (CD sound source) and ADPCM sound source can be fine-tuned
by "Audio->Adjust CD-DA" menu.
In the game of the visual scene that long CD-DA played (Opening of "Kaze
no Densetsu Xanadu" etc.), the problem that the sound shifts can be solved
without cutting the V-Sync setting.
*[Adjusting method]...Please confirm the frequency of the display with
Ootake started. The confirm method of the frequency is different each the
PC-display. It is thought that there are "Information menu" etc. and
select it. Two kinds of frequencies of "H" and "V" are displayed. Select
a value that is the closest to the frequency of the "V"(Vertical
frequency) at this menu.
- The frequency might not be able to be confirmed on the display of the
notebook computer. In that case, please look for the best frequency
feeling while watching the operation of the game to which the sound
shifts (Note that there is a game to which the sound originally shifts
with a real machine, too.). Decrease the frequency if the sound is
early, and increase the frequency if the sound is delayed.
- This setting is separately preserved respectively by the window mode
and each resolution of the full-screen mode.
- In CD full installation function ("CD-ROM->CD FullInstall" menu), the bug
that the first voice track was not able to be taken correctly was
corrected.
* The game that cannot be correctly taken is displayed (on left-top of the
screen), "Bcd:(the game name)". In that case, please start the game from
real CD-ROM again. And, please install again. When it was installed with
v2.32(or more), it becomes a display of "Fcd:(the game name)".
- The processing of playing CD-DA was corrected. In "Cosmic Fantasy", the
problem that the tune was not occasionally played (generation from v2.29)
was solved.
- The speed and timing were brought close to the movement of a real machine.
In "Silent Debuggers", the problem that the status screen had shaken
uncommonly (generated by v2.31) was solved. In the gambling scene of
"Youkai Douchuuki", the problem that the screen has fallen into disorder
by one frame (generated by v2.31) was solved.
- Additionally, a detailed part has been improved and corrected.
And
Quote:2010/02/27 2.33 released
- "CD-DA Delay Frame" was added to "Audio" menu. Whether how much display
delay of the liquid crystal display of the personal computer exists is
set. As a result, CD-DA(CD sound source) can be matched to graphic timing.
(Default = The play timing of CD-DA is delayed by two frames.)
Set it to 0 when you use the cathode-ray tube display without the display
delay oppositely.
- At the full-screen mode, when "Audio->Adjust CD-DA Plus 0.05Hz" was
selected, if the resolution of full-screen changes, the bug with a not
correct display of the selective state was corrected.
- When CD full installation ("CD-ROM->CD FullInstall" menu) is used, in the
game that the music play across two or more tracks exists (moai stage of
"Gradius II" etc.), the bug the track since the second is not played was
corrected.
- When the command line started, optional "/cd" for the CD-ROM start was
added.
- In the personal computer environment that removes the CD-ROM(DVD,BD)
drive, the bug not to be able to play with the file that installed (
"CD-ROM->CD FullInstall" menu) was corrected.
- Additionally, a detailed part has been improved and corrected.
+ The execution file for "Windows 98/Me" was opened to the public. The
operation test is not done. Please see "Readme98.txt" in the ZIP file
about details and notes, etc.
http://www.ouma.jp/file/Ootake233-for98.zip
Site @ http://www.ouma.jp/ootake/
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| MAME v0.136u3 released! |
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Posted by: RockmanForte - 02-14-2010 05:08 PM
- No Replies
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Quote:0.136u3
-------
MAMETesters Bugs Fixed
----------------------
- 03724: [Speed] mrdo: Incorrect XTALs cause for problems with
refresh rate and game speed. (Tafoid)
- 03706: [Sound] lastday, gulfstrm: Audio Regression (M.A.S.H.)
- 03704: [Sound] evilston: Missing sound (M.A.S.H.)
- 00993: [Crash/Freeze] sharrier: [debug] Crashes when a specific
sample is being played during gameplay. (Phil Bennett)
- 03692: [Crash/Freeze] kurikint: Service Switch error (M.A.S.H.)
Source Changes
--------------
Fixed Dip Switches and Inputs (after verification of the Z80 code)
for 'scramblb', 'scramb2', 'bagmanmc', 'dkongjrm', 'rockclim' (also
updated memory map for this last game). [stephh]
am29k: fix PPC GCC compile error [R. Belmont]
Added Sega ID# for newly added version of INDY 500 and correct the
spelling of attract. [Brian Troha]
minor information update for Viper 1 games in seibuspi.c.
[Brian Troha]
Fixed disassembly of PDP1,TX0 and APEXC [Robbbert]
Fix immediate crash on startup of GTK debugger. [R. Belmont]
namcos11: use real C76 BIOS for audio and I/O
[R. Belmont, Olivier Galibert, Guru]
Cleaned up comments refering to old driver names, and updated clone
names in drivers from 0-K. [Tafoid]
[APEXC] 1. Added pseudo PC register for the debugger, it will now
highlight the next instruction to be executed. 2. Added "normal"
addresses to disassembler output, so anyone can see the program flow.
[Robbbert]
Sega misc wip: [Fabio Priuli]
- split dependences of system16 games from bootleg ones
- moved some .h files to includes/
- removed some unneeded include
- removed some dead code
- added driver data struct to segahang.c, segaorun.c, segas16a.c,
sega16b.c, segas18.c, segaxbd.c & segaybd.c
- added save states to segas16a.c
Fixed Dip Switches and Inputs (after verification of the Z80 code) for
'ozon1', 'ladybugg', 'vpool'. [stephh]
Added driver data struct to system 16/18 bootlegs and removed most
unused code. [Fabio Priuli]
Implemented reels in Treasure Island (Subsino), same as goldstar.c
[David Haywood]
Converted Sega 315-5248, 315-5249 and 315-5250 custom ICs to be
devices and updated drivers accordingly. [Fabio Priuli]
[PDP1] Display the PC in hex as well as octal. [Robbbert]
Converted hornet.c to use the Konami 037122 device and removed the
old code. [Fabio Priuli]
Converted gticlub.c, nwk-tr.c and zr107.c to use the Konami 001604
device and removed the old code. [Fabio Priuli]
carjmbre.c - Added XTAL, corrected second z80 speed and added DIP
LOCATIONS for driver. [Tafoid]
Improvements to Treasure Island: [Roberto Fresca]
- Added proper inputs.
- Added coin/keyin/keyout/payout counters.
- Limited the bet and coin pulses to avoid repeats and coin jams.
- Added complete coinage and keyin DIP switches.
- Added main game and double-up rates DIP switches.
- Added minimum bet DIP switches.
- Added maximum bet DIP switches.
- Added main game and double-up limit DIP switches.
- Added payout mode and auto take DIP switches.
- Added DIP locations as seen in the settings mode.
- Added demo sounds DIP switch.
- Created proper button-lamps layout.
- Added technical notes.
- Some clean-ups...
Dumped IC1 from Giant Gram 2000 [Joerg Hartenberger]
Fixed bonus game gfxs in Treasure Island (Subsino) [Angelo Salese]
Fix os2 auto-detect [KO Myung-Hun]
Preliminary Panasonic MN10200 CPU core and Taito ZOOM ZSG-1 sound
system [Olivier Galibert]
Document FPGA-provided "ic1" data in gram2000 [Joerg Hartenberger]
Implemented flip screen in Hanaroku [Angelo Salese]
Fixed video emulation in Best League (World Cup version)
[Angelo Salese]
Fix DISTRO=gcc44-generic make shortcut to use gcc-4.4 properly
(-V 4.4 does not work for linking) [couriersud]
Minor changes for internal render debugger [couriersud]
- ui_input_frame_update is now global
- moved element_component from rendlay.c to rendlay.h
- added ability to rendlay.c to define "container" components. These
simply provide a render_container.
Added DEBUG_FLAG_OSD_ENABLED to allow coexistence of debuggers going
forward. Replaced all occurrences of OPTION_DEBUG in src/osd/* by
checking machine->debug_flags. Replaced all occurrences of
DEBUG_FLAG_ENABLED in src/osd/* by DEBUG_FLAG_OSD_ENABLED For the
time being, DEBUG_FLAG_OSD_ENABLED is default (set in mame.c).
[couriersud]
Fixed Dip Switches and Inputs (after verification of the Z80 code) for
'bongo', 'porter'. [stephh]
Implemented Actel FPGA ID, used by some Naomi games for accessing a
special ROM check mode [Deunan Knute, Angelo Salese]
Documentation update for Hotdog Storm, IE: The PCB ID number and tile
map chip info. [Brian Troha]
Add and hook up ZOOM ZSG-2 skeleton [Olivier Galibert]
Doesn't do much at the moment, but the increase in documentation value is
significant (we're documenting the sample compression format, for one thing).
New driver for Sigma B52 system. ACRTC implementation is a bit hacky
due to its preliminary emulation status. [Roberto Fresca]
lethal.c - Verified clocks and vsync from orginal PCB
[Corrado Tomaselli]
astrocorp.c update: [Luca Elia]
- Added frame buffer
- Fixed sprite list end, negative coordinates, wrap around
- Added battery backed RAM
adp.c: hooked up (with a hack) gfx rom in hd63484 memory map [robiza]
Hooked up coin input and start input in skattv. [robiza]
astrocde.c - Fixed the Bonus Life dipswitch for gorf and clones.
It's state was inverted. [Tafoid]
[I8255] Clear output lines to 0 on write to mode register, and float
input lines to 1. [Curt Coder]
Simplified/combined MAME and MESS code: [Miodrag Milanovic]
- Moved compatibility validation into MAME core from MESS.
- Made GAME_NO_SOUND check done on MESS too.
- Removed MESS dependent checks
- Renamed GAME_COMPUTER_MODIFIED to GAME_UNOFFICIAL to mark
unofficial hardware modifications
- Removed GAME_COMPUTER it is distinct by IPT_KEYBOARD
- Added GAME_NO_SOUND_HW (to mark that there is no sound hardware)
and marked drivers in dotrikun.c, minivadr.c and tgtpanic.c as
such
- Removed GAME_SHARE_ROMS flag and commented old check for
duplicate ROM entries
- Moved natural keyboard support from MESS to MAME
- Moved OSD file functions and clipboard access functions into OSD
core
- Significantly reduced the number of new OSD functions needed by
MESS [with couriersud]
Fixed Dip Switches and Inputs (after verification of the Z80 code) for
'tazzmang'. [stephh]
snes wip: [Fabio Priuli]
* added a couple of registers to snes_ppu struct
* moved color blending (background & subscreen color
addition/subtraction) at the end of the drawing process.
* removed some unused (and not working anymore) debug code
* fixed the remaining debug functionalities
* moved colour struct to be another layer (simplifying some code)
* updated hires blending to work with two pixel at time.
* fixed clipmasks with hires modes
hng64 : Initial implementation of 0x10-sized palette pages for 3d
objects. This makes most environment colors correct in sams64.
[Andrew Gardner]
[VIA6522] Read port A/B only if some pins are inputs. [Curt Coder]
Fixed Dip Switches and Inputs (after verification of the Z80 code)
for 'dambustr' and clones. [stephh]
Internal debugger using the mame rendering infrastructure [couriersud]
- added support for arbitrary number of containers for render_target
- added command-line parameter -debug_internal (-di) to use the
internal debugger when in debug mode
- internal debugger supports all views except memory view
- added "Debug" view to layout/vertical.lay to create more place for
debug views in vertical games.
NOTE: The colors are ugly. Font rendering needs improvement. There
are no shortcut keys right now. There is still a lot of room for more
improvements. However, it works and does not depend on any ui
toolkit. The interface has been designed to support displaying views
programmatically e.g. from the ui.
Short HowTo:
- Start MAME with "-debug -di"
- Console, register and disasm views will be shown. Place them by
dragging the view on the title bar.
- Views can be resized by dragging the bottom-right yellow square.
- The view having the focus has a green background title bar.
- Hit "Tab" (IPT_UI_CONFIGURE) to show the menu.
- Console and disasm views support a very simple facility to
support entering commands and addresses. Just start typing.
Hit "enter" when finished.
irobot.c - Added XTAL values from manual and hooked up to driver for
main/sound CPU. [Phil Bennett/Tafoid]
rungun: fix text tilemap lookup for big-endian targets. [R. Belmont]
Added Intel 8021/8022 CPU types. [Curt Coder]
irobot.c - Added/verified Dip Locations per manual and test mode.
[Tafoid]
Workaround for gcc-4.3 reporting a false warning on solaris: disable
-Werror for this file only. [couriersud]
Cleaned up SDL OSD functions after merging in code from MESS.
[couriersud]
wrally.c - Added/verified DIP Locations for World Rally [Guru]
Fixed long-standing (day one?) bug with ADPCM samples in Trojan /
Tatakai no Banka [Mamesick, Angelo Salese]
Fixed Dip Switches and Inputs (after verification of the Z80 code) for
'espial', 'espialu' and 'netwars". [stephh]
Got Mortal Kombat 3 (bootleg of Megadrive version) to boot. Still
missing some key inputs. [Mariusz Wojcieszek]
New games added or promoted from NOT_WORKING status
---------------------------------------------------
Midnight Resistance (bootleg with 68705) [IQ_132]
Sexy Boom [Mariusz Wojcieszek]
Treasure Island (Subsino)
[Team Europe, Dumping Union, Angelo Salese, David Haywood,
Roberto Fresca]
Ghost Chaser Densei (SNES bootleg) [Tomasz Slanina, XingXing]
Skill Drop Georgia
[Luca Elia, Smitdogg, Brian Troha, The Dumping Union]
Logic Pro Adventure
[Guru, D. Beneke, snoopy, pongplaya, W. Belk, hap, S. S. Neilson,
JacKc, The Dumping Union]
Pachifever [Tomasz Slanina]
New clones added
----------------
INDY 500 Twin (Revision A, Newer) [Brian Troha, Dumping Union]
Fantastic Journey (ver AAA) [Tirino73]
Name That Tune (3-23-86) [Kevin Eshbach]
E.D.F. : Earth Defense Force (bootleg)
[Team Europe, Rene Single, Dumping Union] - not working
Out Zone (set 5) [Corrado Tomaselli]
Ghosts'n Goblins (World? set 3) [Corrado Tomaselli]
Bagman (bootleg on Crazy Kong hardware)
[Team Europe & Volker Hahn] - not working
Magical Tonic / Magical Odds? [David Haywood] - not working
Spiders (set 3) [Team Europe]
Raiden (US, SEI8904 + SEI9008 PCBs)
[tormod, Smitdogg, The Dumping Union, David Haywood]
Asterix (ver AAD) [Luis "Datasat"]
Pang! 3 (Euro 950601)
[Gerald (COY), B. Sparks, Smitdogg, The Dumping Union]
New games marked as GAME_NOT_WORKING
------------------------------------
Mr. Kicker [krick, MrGoodwraith, Smitdogg, The Dumping Union]
Crackin' DJ [Guru, R. Belmont]
Joker's Wild (B52 system, set 1)
[Roberto Fresca, Tomasz Slanina, Gerald Vanderick]
Joker's Wild (B52 system, set 2) [Roberto Fresca, Tomasz Slanina]
Joker's Wild (B52 system, Harrah's GFX)
[Roberto Fresca, Tomasz Slanina, Gerald Vanderick]
Site @ http://mamedev.org/
|
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| Ootake v2.31 Released |
|
Posted by: RockmanForte - 02-11-2010 07:26 AM
- No Replies
|
 |
Quote:2010/02/11 2.31 released
- In CD full installation function ("CD-ROM->CD FullInstall" menu), the bug
that the music track of some games was not able to be taken correctly was
corrected.
* The game that cannot be correctly taken is displayed (on left-top of the
screen), "Bcd:(the game name)". In that case, please start the game from
real CD-ROM again. And, please install again. When it was installed with
v2.31(or more), it becomes a display of "Fcd:(the game name)".
- In some games, the bug that a few seconds of the end of the CD-DA sound
source are not played (generation from v2.11) was corrected.
- The timing of VDC (video chip) processing was brought close to the
movement of a real machine. In "Kakutou Haou Densetsu Algunos", at the
BATTLE MODE, the problem (generation from v2.00) that had stopped was
solved.
- The speed and timing were brought close to the movement of a real machine.
At the stage clear of "Parasol Star", the problem that the screen
occasionally shook uncommonly was solved.
- Additionally, a detailed part has been improved and corrected.
+ The execution file for "Windows 98/Me" was opened to the public. The
operation test is not done. Please see "Readme98.txt" in the ZIP file
about details and notes, etc.
http://www.ouma.jp/file/Ootake231-for98.zip
Site @ http://www.ouma.jp/ootake/
|
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| MAME v0.136u2 released! |
|
Posted by: RockmanForte - 01-28-2010 07:00 AM
- No Replies
|
 |
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! |
|
Posted by: RockmanForte - 01-21-2010 01:27 PM
- No Replies
|
 |
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! |
|
Posted by: RockmanForte - 01-14-2010 02:31 PM
- No Replies
|
 |
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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