Boardnews

Ootake 1.55 released!


Quote:
2008/08/19 1.55 released
- In "Tengai Makyou - Fuuun Kabuki Den", the problem that ADPCM voice became
interrupted occasionally (generated from v1.49, processing that plays
ADPCM) was corrected.
- The speed and timing were brought close to a real machine more. In "21emon
Mezase Hoteru Ou", the problem that the message window flickered
occasionally (generated by a recent version) was solved.
- Additionally, a detailed part has been improved and corrected.


Site @ http://www.ouma.jp/ootake/


by RockmanForte, Tuesday, 19 August 2008 07:55 [ Read all ]

Mame 0.127 released!


0.127 just realeased with support for Cube Quest, first laser game in MAME

Quote:
0.127
-----


MAMETesters Bugs Fixed
----------------------
- 02105: [Graphics] qbert and clones: Misplaced graphics.
(Aaron Giles)
- 02119: [Sound] cischeat, bigrun: no sound (Aaron Giles)
- 02121: [DIP/Input] reactor: input controls and startup tone
(Aaron Giles)
- 02116: [Graphics] all sets in cps2.c : corrupted graphics (robiza)
- 01992: [Crash/Freeze] timecrsa, timecris: SubCPU start wait fails
test (robiza)
- 02114: [Color/Palette] all sets in eolith.c: colors shifted to blue
(Fabio Priuli)
- 02115: [DIP/Input] berlwall, berlwalt: Player 1 inputs not working
(Fabio Priuli)



Source Changes
--------------
Converted adp to 4bpp rendering. [robiza]

Began implementing 68681 device in skattv. Improved hd63484 core to
support some initial graphics. [robiza]

Added correct CRCs for DOA2. [Guru]

Fixed graphics in cps2 games. [robiza]

Updated documentation in paradise.c: [Brian Troha]
- Added PCB layout for Torus & Mad Ball
- Corrected rom names and / or added U locations

Changed at28c16 memory handlers to 8 bits and perform the conversion
in the memory mapping. [smf]

Update the t5182.c documentation/pinout. [Lord Nightmare]

Magic10 updates: [Roberto Fresca]
- Simulated the co-processor to pass the initial test.
- All Inputs worked from the scratch.
- Fixed position of tilemap layers.
- Added scroll register preliminary support.
- Fixed Super Pool graphics.

Added save states to 65816 CPU. [R. Belmont]

SH-2 DRC updates: [R. Belmont]
- Moved IRQ handling front-end into recompiled code
- Added TSTM/ANDM/XORM instructions
- Added SH-1 CPU support, including lower precision on MAC.W and
locking out SH-2 only instructions

Split out SH-4 non-interpreter-specific stuff to sh4comn.c.
[R. Belmont]

Identified compatible timekeeper used by Midway Zeus II. Removed all
the timekeeper memory handlers, except for 8 bit & changed the drivers
to use the conversion built into the memory system. [smf]

Added new generic laserdisc VIDEO_UPDATE handler to the laserdisc code.
This handler works for both disc-only games and those with overlays.
For disc-only games, the base macro is sufficient. For games with
overlays, an additional set of configuration macros are provided:

MDRV_LASERDISC_OVERLAY - specifies update function, width, height,
and bitmap format of the overlay
MDRV_LASERDISC_OVERLAY_CLIP - specifies the visible area of the
overlay bitmap
MDRV_LASERDISC_OVERLAY_POSITION - specifies default x,y position
MDRV_LASERDISC_OVERLAY_SCALE - specifies default x,y scale factors

The update function provided to MDRV_LASERDISC_OVERLAY is identical to
a normal VIDEO_UPDATE callback, so a standard one can be used. All
existing laserdisc drivers have been updated to support this new
rendering mechanism, removing much duplicated code. [Aaron Giles]

Added the ability to configure the overlay position and scale
parameters at runtime. Added OSD menus to control them. Added logic
to save/restore the data in the game's configuration file.
[Aaron Giles]

Added new macros MDRV_LASERDISC_SCREEN_ADD_NTSC and _PAL, which
defines a standard screen with the correct video timing characteristics
and update function for laserdiscs. Updated all drivers to use these
macros instead of defining their own screens. [Aaron Giles]

Added DISK_REGIONS to all laserdisc drivers. [Aaron Giles]

Added DISK_IMAGE_READONLY_OPTIONAL to support games (like Cube Quest)
where the disk is non-essential to the game's operation. [Aaron Giles]

Fixed bug in identifying the custom sound driver for the laserdisc.
[Aaron Giles]

Updated ldverify to identify blank regions of the disc for post-
processing. [Aaron Giles]

Fixed rendering 16bpp with alpha using bilinear filters (fixes
screenshots of laserdisc games with overlays). [Aaron Giles]

Included support for parsing .gdi files in chdman. [ElSemi]

Added new driver for Cube Quest. This includes CPU cores for the three
bitslice processors, as well as laserdisc support for the hacked
laserdisc that was used to drive the games.
[Philip Bennett, Joe Magiera, Warren Ondras]

Updated cps1 to use proper gfx ROMs (+ PALs) for varthj, and to load
correct A-Board PALs for QSound games. [Nicola Salmoria]

Added address decode prom 5e to dkong3/dkong3j. [couriersud]

Reduced YM2612 DAC level relative to FM. This better matches real
hardware. [R. Belmont]

Added validity check to ensure that AM_READ_PORT() macros reference
valid ports. Fixed several cases where the check failed. [Aaron Giles]

Added new Guru readme for namcos22 driver. [Guru]

Added validity check to ensure that ports referenced by a condition
actually exist. Fixed a case where this was violated. [Aaron Giles]

Added DIP locations to dooyong.c. [Guy Hufkens]

Added cheat functions frombcd() and tobcd() to convert numbers to/from
BCD format. Changed "Activate" to "Set" in the menus. [Aaron Giles]

A couple of minor cleanups: [Oliver Stoenberg]
- removed obsolete ENABLE_DEBUGGER occurance
- removed more unprintable characters in SH-2 disassembler
- memset() usage cleanups
- removed duplicated TMS5110 entry in sound.mak
- use machine in uigfx.c where it's already available

Removed included "profiler.h" from files that do not use profiling
functions. [Christophe Jaillet]



New games added or promoted from NOT_WORKING status
---------------------------------------------------
Cube Quest [Philip Bennett, Joe Magiera, Warren Ondras]
WW III [Stefan Lindberg, Couriersud]



New clones added
----------------
Red Hawk (Haedong Corp.) [David Haywood, Tirino73 / Mame Italia]
Snow Bros. - Nick & Tom (Dooyong license) [Tirino73 / Mame Italia]
Shogun Warriors (Europe Rev.xx)(Kaneko 1992) [Pythagoras573]



New games marked as GAME_NOT_WORKING
------------------------------------
Hot Slot (ver 05.01) [Roberto Fresca]
Magic Colors (ver 1.7a) [Roberto Fresca]
I P M Invader (Incomplete Dump) [unknown dumper, Couriersud]
Astro Wars [MASH]


Site @ http://mamedev.org/


by RockmanForte, Tuesday, 19 August 2008 07:49 [ Read all ]

Xebra 080816 released


Dr Hell psx emulator new version released

changes:

Quote:
SPU: SPU_CTRL register was fixed.


sources:
http://members.at.infoseek.co.jp/DrHell/ps1/index.html


by cyclonmaster, Saturday, 16 August 2008 10:20 [ Read all ]

Cxbx: WIP update


After a period of silence from Cxbx, blueshogun96 shared the following at Generalemu.net, along with a repository update featuring his private changes over the past year. Quoting blueshogun on that:

blueshogun96 Wrote:
I finally got a chance to upload my branch to the SVN yesterday. The update includes the changes I've added over the past year. I never had a chance to do this until now. Beware that builds from this branch are still beta and hence not stable enough for a release of any kind. Use them at your own discression.

Now for the changes:
  • Increased support for SDK 4627 and all of it's "relatives"
  • A minor increase in compatibility for commercial games.
  • Started support for DirectSound3D (Highly unstable, not yet fully functional and can cause crashes). Must be enabled in the source prior to compiling.
  • Support for many new texture formats.
  • Fixed some issues with apps that use DirectMusic. Timing is still inaccurate!
  • Added multiple new kernel functions.
  • Fixed some SDK 4721 and 4928 "oddities" with certain APIs
  • Possibly more things I can't remember.


Some other things that need to be done:
  • EmuIDirect3DDevice8_GetProjectionViewportMatrix was added, but needs verification.
  • The hex values of some D3DFMTs can change from one SDK to the next. Easy to add, but I always forget
  • Add support for multiple thread notifications. This will fix one problem with Blood Wake.
  • Add a more SDK 5558 API support so that BattleStar Gakactica NTSC version.
  • The shader parsing code really needs to be updated.
  • Incomplete NtCreateFile emulation code is STILL giving us major problems (false dirty disc errors)!

link:
https://cxbx.svn.sourceforge.net/svnroot...hogun/wip/

That's all for now.

shogun.


by Hard Core Rikki, Thursday, 14 August 2008 06:01 [ Read all ]

Mame 0.126u5


http://mamedev.org/updates/whatsnew_0126u5.txt

Quote:
MAMETesters Bugs Fixed
---------------------------------
- 02095: [Misc.] chqflag, chqflagj, -listxml: memory leaks (Aaron Giles)
- 02110: [Side-by-side] All sets in cps3.c: video from a DV cam proves the refresh rate of CPS3 in MAME is wrong (Aaron Giles)
- 02113: [Misc.] xymg: xymg title mispelled (Aaron Giles)
- 01802: [Multisession] cybrcomm, raveracw, raveracj, raveraja, ridgerac, ridgerab, ridgeraj, acedrvrw, victlapw: No sound in games after reloading via the MAME UI (Atari Ace)
- 00233: [Graphics] ikari: The current implementation of the shadow in Ikari Warriors and Victory Road is wrong. (Nicola Salmoria)
- 02059: [Crash/Freeze] panicstr: Game hangs after choosing Stage. (R. Belmont)
- 02027: [Crash/Freeze] lhba: lhba does not work (Luca Elia)
- 02101: [Crash/Freeze] wboy, wboysys2: Access Violation (Nicola Salmoria)
- 00492: [Crash/Freeze] vbowl: In every case, after the 3rd launched ball, the game resets. (Luca Elia)
- 00491: [Crash/Freeze] drgwrld3: When you continue by inserting credit and play, the game crashes. (Luca Elia)
- 02021: [Graphics] cottonbm: Sprite layer offset toward upper-left (R. Belmont)
- 02022: [Crash/Freeze] cottonbm: Fatal Error Crash (R. Belmont)
- 02071: [Crash/Freeze] coolridr: Access Violation (R. Belmont)


Source Changes
--------------------------
Updated the FD1089 decryption algorythm to use the real keys generated by the LCG as found by Andreas Naive. The algorithm is more complex than it should be, but I haven't been able to simplify it more. The keys are still embedded in the source. It would now be reasonable to move them to external files; however, for several games we only have partial keys so the files would need to be BAD_DUMP. [Nicola Salmoria]

Changed ad2083 to load PROM data instead of using hardcoded values. [couriersud]

Updated structure and naming conventions of sound and CPU cores to match core conventions. [Derrick Renaud]

Added discrete sound for Mad Alien. [Derrick Renaud]

Hooked up discrete filtering to SN76477 in Space Chaser. [Derrick Renaud]

Improvements to Lucky74.c driver: [Roberto Fresca, Grull Osgo]
- Reverse engineering of custom IC's 06B49P, 06B53P & 09R81P.
- Mapped the missing 3x SN76489.
- Measured and traced all clocks on the board.
- Measured and fixed the interrupt system.
- Implemented timings/clocks from custom 06B49P.
- Added sound support. All regular game sounds/musics are working.
- Implemented the ADPCM samples system through 09R81P + M5205 emulation.
- Added pinouts and technical notes about custom IC's 06B49P, 06B53P & 09R81P.
- Added flip screen mode.
- Inverted the order of double-up difficult DIP switches.
- Changed 'Key In' to be active LOW instead of HIGH
- Complete memory map and ports scheme.
- Created handlers for USART port and co-processor communication.
- Renamed the sets accordingly.
- Updated all notes.
- Cleaned-up the driver.

Merged memory maps for drivers tigeroad, timelimt, toobin, tumbleb.c, tbowl, thedeep, and thief. Also changed gfx memory region tags in obvious cases. [Andrew Gardner]

Added sprite wrapping to Irem m63 driver. [Tomasz Slanina, Stefan Lindberg]

More FM OPN fixes [Eke, R. Belmont]
- Pass chip type around and restore Jarek's original behavior for YM2203/YM2610
- Always recalculate attack rate in set_ar_ksr, fixes Megadrive/Genesis "Batman & Robin"

Added readmes for Cosmo, Don Den Lover, Beatmania (CHD dumping), Dragon Master, Gals Panic, Fantasia II, Grand Tour, New Dyna Blaster Global Quest, Daytona "To The MAXX" upgrade, Namco System FL, Great Sluggers, Gun Nail, Gun & Frontier, Elevator Action Returns, Battle Bakraid, Koro Koro Quest, Gigas (bootleg), Race Drivin', Hexa, IQ Block, Open Golf Championship, Macross Plus, Malzak, Puzzle Club, Naomi, Puzzle Star, Puckman Pockimon, Raiden 2, Raiden Fighters 2 (single board), Light Bringer, Landmaker, Knuckle Bash 2, Mahjong Fight Club, Vivid Dolls, Tower and Shaft, Star Soldier Vanishing Earth, Stone Ball, Sky Lancer, Squash, Winning Spike, Versus Net Soccer, Undercover Cops, War Gods, Space Fever, Strikers 1945, Rohga, Super Eagle Shot, Treasure Hunt (stv), Tickee Tickats, Great 1000 Miles Rally 2 and Super Monaco GP. [Guru, Andrew Gardner]

Implemented MWR (memory width register) in shanghai to avoid hardcoded 384 value for screen width. [robiza]

Added the Plotting PAL to the Japanese set. Also corrected the PAL ROM name. [Brian Troha]

KO Punch boxer graphics had to be doubled. [Nicola Salmoria]

Fixed NMI on Mad Alien sound CPU. This fixes shot sound and various other sound glitches. Marked madalien and madalina as Imperfect Graphics. They are missing an effect. When you shoot an enemy in the dark, the whole screen lights up. Basically the headlights fill the whole screen. [Guru, Derrick Renaud]

Added reverse engineered PLD images to CPS1 games (A-board to all and B-board and C-board to many). [Corrado Tomaselli, Charles MacDonald]

Rejiggered huffman.c to support multiple interleaving streams and a delta-RLE pre-encoding. Added optimized case for the Y/Cb/Y/Cr video encoding case. Cleaned up the code. [Aaron Giles]

Updated avcomp.c to use the new huffman.c functions. Reworked configuration options to allow for both input and output of naturally aligned data streams. Updated chdman and laserdsc to use the new interfaces. New compression gives an additional 3-7% over previous attempt and compresses the dummy CHDs down significantly. [Aaron Giles]

Some improvements to shanghai video drivers: [robiza]
1) convert framebuffer's ram from 8 bit to 16 bit
2) convert dma command from 8 bit to 16 bit
3) convert gfx command from 8 bit to 16 bit
4) implemented all gfx mode: 1,2,4,8,16 bpp
Now we can use this gfx chip for adp driver that use 4bpp.

updated Alpha 8302 MCU simulation to match newly dumped internal ROM. Added the ROM to Champion Baseball 2. [Nicola Salmoria]

Added video level detection and reporting to ldverify. [Aaron Giles]

Fixed incorrect test in winwork that led to spinning instead of using the nicely allocated events we had on hand. [Aaron Giles]

Forced a sound synchronization on each vsync in the laserdisc playback. This prevents overwriting the tail end of the buffer which was fouling up the MACH 3 audio decoding. [Aaron Giles]

Fixed ROM mapping and added preliminary video emulation to galaxia. [Tomasz Slanina]

Fix coolridr crash with DRC, now hangs waiting for impossible conditions again. [R. Belmont]

Added new flag to menu items: MENU_FLAG_DISABLE, which means the item will be visible but not selectable. [Aaron Giles]

Fixed bug that prevented the cheat engine from working when the debugger was disabled. [Aaron Giles]

Modified xmlfile.c to accept integer values in decimal or hex. The default is decimal. Numbers may be prefixed by '#' for decimal values, or by '$' or '0x' to indicate hexadecimal values. Also added function xml_get_attribute_int_format() to return the format of the attribute, so that it can be later replicated. [Aaron Giles]

Updated cheat parser to preserve the format of attribute values used for cheat parameters and items. [Aaron Giles]

Added support for information-only cheat items, which will be displayed in the menu but which are not selectable and have no action associated with them. Empty information-only items are automatically converted to menu separators. [Aaron Giles]

Moved several include files from mame/ to emu/, as they were included by generic components in emu/ and thus should have no dependencies on the MAME code. [Aaron Giles]

Added new target ldplayer, which is based on MAME but serves as a standalone laserdisc player for CHDs. Right now only the Pioneer LD-V1000 is connected, and limited commands are available. Each player type is a driver, so you specify the player type on the command-line. The driver then opens the first CHD it finds in your ROM path and uses that as the laserdisc. The intention is that you specify the -rompath each time on the command-line, so a typical approach might be:

ldplayer ldv1000 -rompath j:\mach3

where it will pick up the mach3.chd lurking in your j:\mach3 folder.
Several basic commands are supported:

Space = play/pause
Alt = toggle frame display
Left = scan forward (when playing) or step forward (when paused)
Right = scan backward (when playing) or step backward (when paused)
0-9 = enter numbers for search
Enter = execute search to frame

[Aaron Giles]

Implemented proper shadow handling in SNK drivers. [Nicola Salmoria]

Corrected rom names with PCB locations for Lady Bug and verified the dump against an original Universal Lady Bug PCB. Added information about the Universal PCB number and prom type. [Brian Troha]

Improved input ports for drivers starting with F->M. In particular: they add AM_READ_PORT whenever suitable, they make inputs fully 32bit where needed, they remove indexed input read handlers from INITs, they replace many read handlers with appropriate CUSTOM_INPUTs. [Fabio Priuli]

Additional input port improvements: [Fabio Priuli]
* added dip switches and locations to go2000 (even if they were partially documented in the source)
* fixed artmagic protection (it used a wrong tag, which probably I added somewhere in 0.125uX)
* changed a lot of input related things in irem m10->m107 irem boards. First of all, moved input definitions from drivers/m92.h to include/iremipt.h and removed completely drivers/m92.h (which only contained those definitions). Added more common inputs to iremipt.h and started to use that file in m62->m107 instead of local #defines. Finally, added diplocations to all the games in m62->m107 which were missing and it implemented coinage mode 2 through dipconditions in the drivers which didn't support it.
* converted most of the games checking avgdvg_done() in inputs to use a CUSTOM_INPUT (defined in video/avgdvg.c)

Fixed the i386 CPU core's BSR implementation for the case where the high bit is set. [Atari Ace]

Added DIP locations to clshroad.c. [RansAckeR]

Collapsed timer callbacks in some cases to avoid duplicating code. In the case of crystal.c, also refactored two DMA handlers and shuffled the init/reset code around a bit. [Atari Ace]

Cleaned up and grouped the sound chip entries based on sound.mak. [Oliver Stoeneberg]

Fixed sfiii3's title animation and the linear zoom effect that OopsWare didn't improve properly since 0.122u7. [Joshua Chang]


New games added or promoted from NOT_WORKING status
-------------------------------------------------------------------------------
Da Ban Cheng [Pierpaolo Prazzoli, Luca Elia]
Xing Yen Man Guan [Luca Elia, Wei Mingzhi]
Killer Instinct (SNES bootleg) [Tomasz Slanina]
Final Fight 2 (SNES bootleg) [David Haywood, Tomasz Slanina, Kowal]


New clones added
------------------------------
Dai Makai-Mura (Japan new version) [Corrado Tomaselli]
Defender (White label) [Andy Welburn]
Free Kick (bootleg set 2) [David Haywood]
Zhong Guo Long (China, V010C) [Luca Elia]
Zhong Guo Long? (Hong Kong, V011H) [Luca Elia]
Sonic Blast Man TURBO 2 (SNES bootleg) [Corrado Tomaselli]


by Robert, Thursday, 14 August 2008 04:45 [ Read all ]

iDeaS 1.0.2.5 for Linux released!


Quote:
13 Aug 2008 iDeaS 1.0.2.5 for Linux by Lino


Final 1.0.2.5 for Linux, some bugs fixed for GUI and WiFi Plugin.


Site @ http://www.ideasemu.org/


by RockmanForte, Wednesday, 13 August 2008 19:19 [ Read all ]

2008-08-10 - bsnes v0.034 released


Quote:
For this release: SPC7110 emulation speed has been greatly optimized, massive improvements to HDMA timing have been implemented, Multitap support was added, and the user interface was polished a bit more.
Changelog:

* SPC7110 decompression code updated to latest version by neviksti and converted to a state machine; SPC7110 overhead is now identical to S-DD1 overhead (eg ~5% speed hit over standard games)
* Fixed a major bug in SPC7110 data port emulation that was crashing Super Power League 4 [Jonas Quinn]
* HDMA trigger point corrected to H=1104, bus sync timing corrected
* All illegal DMA A-bus accesses should now be properly blocked
* DMA state machine rewritten, greatly simplified
* Major corrections to HDMA run timing; fixes flickering bugs in Mecarobot Golf and Super Mario Kart
* Emulator now defaults to 2/1/3 SNES (CPU/PPU1/PPU2 revision numbers)
* Multitap emulation added, can be attached to either or both controller ports; user interface updated to reflect this
* Status messages (cartridge loaded / unloaded, UPS patch applied, etc) now appear in status bar
* Added advanced configuration option, "input.analog_axis_resistance", to control gamepad analog stick sensitivity

Also, the SPC7110 emulator download link below was removed: if you are looking for this, please download the bsnes v034 source code, which has the most up-to-date version in the src/chip/spc7110 folder.


Site @ http://byuu.cinnamonpirate.com/


by RockmanForte, Monday, 11 August 2008 19:36 [ Read all ]

SSF v0.10 Test


Quote:
# Fixed VDP2 surface of revolution drawing processing .
# Fixed VDP2 cycle pattern designated mistake processing.
# Becoming a little heavy, it increases, but the expectation where the indication gap of most software has been repaired.

Version of the state saving data changed.


Site @ http://www7a.biglobe.ne.jp/~phantasy/ssf/index.html


by RockmanForte, Monday, 11 August 2008 19:34 [ Read all ]

MemcardRex 0.8 released


Another update from Shendo. Version 0.8 of this PS1 memorycard manager utility brings the following changes:

  • VMP format is supported once again (opening only) since some people were asking for it.
  • PS3 virtual save format (*.psv) is now supported (importing only).
  • RAW single save format is now supported (both importing and exporting).
  • On startup first slot of both memorycards is now selected. This will prevent errors with the save import function if user has not selected the slot to import to.

Note: requires the .NET Framework 2.0

by Hard Core Rikki, Monday, 11 August 2008 08:34 [ Read all ]

New Demul Emulator WIP Update


Quote:
Some WIP news about this Dreamcast and Naomi emulator for Windows now and the Naomi GD-Roms are booting, well one of them is at least, check out the shots below:










Site @ http://forum.emu-russia.net/viewtopic.ph...&start=180


by RockmanForte, Saturday, 09 August 2008 17:47 [ Read all ]

Mame 0.126u4 released!


Quote:
0.126u4
-------


MAMETesters Bugs Fixed
----------------------
01958: [Crash/Freeze] skns: Segfaults on load (Pierpaolo Prazzoli)
01817: [Crash/Freeze] intrepi2: Game stops at PCB test
(Pierpaolo Prazzoli)
02090: [Crash/Freeze] thedeep: Game didn't start (black screen).
(Pierpaolo Prazzoli)
02067: [Crash/Freeze] mustangb, tdragonb: Access Violation
(Aaron Giles)
02069: [Crash/Freeze] astrofl: Access Violation (Aaron Giles)
02068: [Crash/Freeze] All sets in mhavoc.c: Access Violation
(Aaron Giles)
02070: [Crash/Freeze] atlantol: Access Violation (Aaron Giles)
02066: [Graphics] All sets in mhavoc.c: all graphics is missing
(Aaron Giles)
02033: [Crash/Freeze] soccerss and clones: the romtest report
two bad roms (robiza)
02049: [Graphics] invaders: Built in red color overlay goes too low
and shows on top line of invaders heads in Vista only. (robiza)
02079: [DIP/Input] radr, radru: Dipswitch info (robiza)
02056: [DIP/Input] pbobble, qzshowby, spacedx, spacedxj: Unable to
enter coins (Fabio Priuli)
02060: [Graphics] spinlbrk, spinlbru, spinlbrj: Priorities wrong in
second level (robiza)



Source Changes
--------------
Added information to the 1943 driver (video) about priorities encoded
in PROM. [robiza]

Minor optimization to the DISCRETE_INPUT modules. The node output is
now calculated when a discrete_sound_w() is called instead of each
step in the simulation. Also removed the Enable line from the
DISCRETE_ADJUSTMENT modules. They should never be disabled.
[Derrick Renaud]

Removed per-frame metadata support from chdman. Creating an A/V now
simply requires an AVI file input. [Aaron Giles]

Changed laserdisc support to parse white flags and other data from
the VBI data directly, rather than relying on the textual metadata.
Expanded video frame cache to 3. Changed the way frames are assembled
to decrease the likelihood of getting an interlaced weave. Fixed sound
creation so that it is done at reset time instead of device start,
when the sound devices aren't yet live. [Aaron Giles]

Fixed bug in winwork that caused the creation of single work items to
return NULL, and thus lead to massive memory leaks when using A/V
CHDs. [Aaron Giles]

Added new functions cputag_set_input_line() to assert input lines
via CPU tag instead of index. [Aaron Giles]

Disks opened by the romload module are no longer identified by index.
Instead, they are identified by the region they were loaded in. This
generally means one disk per region. get_disk_handle() now takes a
region name in place of an index. Updated all callers to do this.
The SCSI modules in particular posed a challenge to make this work,
so watch out for potential bugs there. [Aaron Giles]

Changed the IDE interfaces to default to choosing the region with the
same tag as the device for its master disk (assuming no slave). Added
support for specifying explicit master/slave disk regions as part of
the configuration, though slave disks are still not supported yet.
[Aaron Giles]

Change the laserdisc interface to no longer require a disk number or
a custom sound device. Both are now assumed to be tagged the same as
the laserdisc device. Updated all drivers accordingly. [Aaron Giles]

Merged memory maps for drivers: blmbycar, blockade, blockhl, blockout,
bombjack, boogwing, and bottom9. [Andrew Gardner]

Added readmes for Galaga, The Outfoxies, Splatter House, Top Racer,
Kyros No Yakata, Bombs Away, Meikyuu Hunter G, Crazy Kong, Moero Pro
Yakyuu Homerun Kyousou, Lucky & Wild, Match It, Country Club,
Enforce, Elevator Action, Chuka Taisen, The New Zealand Story,
Buck Rogers Zoom 909, Head On, Victorious Nine, Youma Ninpou Chou,
Pairs, Woodpecker, Slap Fight, Alcon, Tiger Heli, Superman,
WWF Superstars, Area 51, Animalandia Jr, Avengers In Galactic Storm,
Alien 3: The Gun, Aquajack, and Missile Command. [Guru]

Fix region jumper on psikyo4 (loderndf). [David Haywood]

Backported a bunch of FM OPN (YM2608/2612) fixes from Genesis Plus
GX. All of this was verified on real hardware.
[Eke-Eke, Nemesis, Alone Coder, AamirM]
- implemented PG overflow, aka "detune bug" (Ariel, Comix Zone,
Shaq Fu, Spiderman...)
- fixed SSG-EG support
- modified EG rates and frequency
- fixed EG attenuation level on KEY ON (Ecco 2 splash sound)
- fixed LFO phase update for CH3 special mode (Warlock, Alladin)

Scanline exact rendering for dkong & clones [couriersud]
* Sprite limit of 16 sprites per scanline implemented from
schematics.
* Proper wrap around from bottom to top
* Added some notes about sprite limits and hardware to dkong
driver (thanks to R. Belmont)

Added edge connector pinout info to flower.c. [Brian Troha]

Some initial work on the adp driver. [robiza]

Fixed window in shanghai and shangha2. [robiza]

8257dma and z80dma devices now require device callback handlers
instead of machine handlers. Updated affected drivers accordingly.
[couriersud]

Improved Dsp56k CPU interrupt handling. Polygonet Commanders now
advances past its first dsp handshake. [Andrew Gardner]

Added proper laserdisc support for MACH 3, Us vs. Them, and Cobra
Commander (MACH 3 hardware). Old laserdisc hacks are now removed.
The code now talks to the standard Pioneer PR-8210 interface. Also
removed hacky "target list" from the MACH 3 ROMs; this information
is now decoded on the fly from the right channel laserdisc audio.
[Aaron Giles]

Other Gottlieb cleanups: [Aaron Giles]
- fixed rev 2 sound again
- fleshed out memory maps and behaviors according to the schematics
- hooked up coin counters.
- moved sound inputs to audio/gottlieb and included them in
all relevant drivers
- ordered input ports and ROM definitions consistently

Other laserdisc changes: [Aaron Giles]
- changed PR-8210 interface to work consistently for both Gottlieb
and Stern games
- added audio callback mechanism to allow drivers to peek at the
raw audio streams

Set the initial 8253 timer output to 2 to indicate that it is
undetermined. [Wilbert Pol]

Removed obsolete makemeta tool. Replaced it with new ldverify
tool which walks through either an AVI or CHD capture from a
laserdisc and ensures that there are no anomalies lurking in
the VBI data. [Aaron Giles]

Added new option to chdman, where if you use -createav with
a special filename (either 2:2 or 3:2) it will create a fake
laserdisc files with the equivalent cadence. This can be used
for testing until full captures are available. Most games used
2:2 apart from Dragon's Lair and Space Ace, which were 3:2.
Note that even though these files are essentially blank, they
are Huffman-compressed, meaning that the maximum compression
ratio you will get is 8:1, so they still end up ~5GB. [Aaron Giles]

Moved error strings from chdman.c to chd.c, where they can be
fetched from any caller via the new chd_error_string()
function. [Aaron Giles]

Updated vbiparse to improve Manchester code decoding. It now
assigns a confidence level per bit based on how solid the
data is. Also added a new function vbi_parse_all which parses
the white flag and all three lines of metadata from a
laserdisc frame. It then compares line 17 and 18 against each
other and selects the most likely candidate based on per-bit
confidence and other factors. [Aaron Giles]

Added frame number display to laserdsc.c. It is off by
default, though most players can be configured to turn it on
(not sure if any actually do). It can be manually toggled via
the backslash key during playback. [Aaron Giles]

Discrete sound core optimizations: [couriersud]
* moved a couple of exp(x) from _step into _reset where appropriate
* use tabulated function values for the transfer function in
DSS_INVERTER_OSC

Forced synchronization (stream_update()) before the YM2151 status is
actually read. [Jarek Burczynski]

Added Discrete Sound to Fantasy, Nibbler and Pioneer Balloon.
[Derrick Renaud]

Fixed I/O watchpoints. [Aaron Giles]

Changes to the cheat.xml format: [Aaron Giles]
- new tag <comment> (within <cheat>) is read and preserved
when saved
- removed variable attribute from <parameter>; it is now
assumed to be 'param'
- added default attribute for <parameter>

Added new variable 'frame' accessible from cheat scripts. This
can be used in the conditional to prevent execution on every
frame, or for other effects (like displaying temporary messages).
[Aaron Giles]

Added new variable 'argindex' which is the index when processing
an <argument> with a count attribute greater than 1. [Aaron Giles]

Reinstated the cheat menu. It now displays all loaded cheats and
allows for them to be activated. All known cheat behaviors should
be working now. Cheats are toggled on/off with the left/right
arrow keys. Oneshot cheats are activated by hitting enter. Pressing
enter on other cheats resets them to their default values.
[Aaron Giles]

Continued the cleanup of inputs in drivers starting with C (the
remaining ones), D and E. Improvements include conditional dips
added to dynduke and diplocations for chinagat, chqflag, circus,
citycon, cloak, contra and dynduke. [Fabio Priuli]

Added tags to EVERY input port in drivers starting with F->Z.
[Fabio Priuli]

Removed PORT_START macro. Renamed old PORT_START_TAG to PORT_START.
All input ports must have tags. [Aaron Giles]

Added support for DEL as well as BS for backspacing in the game
select menu. Also limited input to ASCII characters. [Aaron Giles]

Fixed Rim Rockin' Basketball to use the HD6309 core. [Tim Lindner]

Added diplocations to bigrun, scudhamm, cischeat & f1gpstar.
Removed the current hacky handling of f1gpstar coinage dips to use
conditional ports instead. In order to do this, the possible
conditions were extended to support less than/greater than
comparisons. [Fabio Priuli]

Fixed bug that would break conditions on ports using the
PORT_DIPUNKNOWN_DIPLOC macro. [Aaron Giles]

Added diplocations to the following drivers: combatsc.c, copsnrob.c,
cosmic.c, crgolf.c, crimfght.c, crospang.c (here I also added service
dips to heuksun and bestri, which allowed me to verify locations),
crshrace.c, dambustr.c, darkseal.c, dassault.c, dblewing.c,
ddrible.c, deadang.c. Also added locations to the following games:
ddragon & ddragon2 on ddragon.c and docastle, dorunrun & dowild in
docastle.c. [Fabio Priuli]

Verified CPU clocks for athena. [Corrado Tomaselli]

Added module profiling to discrete sound core [couriersud]
* added DISCRETE_PROFILING macro to discrete.h
* Upon discrete_stop, the worst performing modules will be listed

Verified and corrected CPS1 refresh rate. [Corrado Tomaselli]

Changed sound cpu clock of Spinal Breakers to 5Mhz as verified on the
pcb. [Corrado Tomaselli]

Corrected MPU4 AY8910 output weightings. [James Wallace]

Added word alternates for operators in expressions: [Aaron Giles]
+ plus
- minus
* times or mul
/ div
% mod
! not
~ bnot
&& and
& band
|| or
| bor
^ bxor
lt <
le <=
gt >
ge >=
eq ==
ne !=

Changed cheat escaping to automatically escape && & < and <=
to and band lt and le. [Aaron Giles]

Decrypted Da Ban Cheng (dbc set in igs_blit.c) [Pierpaolo Prazzoli]

Removed bad dumps from ad2083. [Pierpaolo Prazzoli]

Fixed bug in aviio.c which could cause an infinite loop if attempting
to read sound beyond the end of the file. [Aaron Giles]

Added expression validation callback to verify names for CPUs and
memory regions. Extended error codes to report incorrect memory
spaces, memory names, or memory sizes. Added verification callback
to the debugger to validate CPU and memory region names, as well
as verifying that a requested address space exists for a given
CPU. [Aaron Giles]

Restored previous behavior that allowed popmessage() messages to
overlay menus and other UI. [Aaron Giles]



New games added or promoted from NOT_WORKING status
---------------------------------------------------
Kyuukyoku no Othello [robiza, Fabio Priuli]
S.O.S. [Alex, Max, Antro]



New clones added
----------------
Indianapolis 500 Deluxe [Kris Anks]
Champion Poker (v200G) [Luca Elia]
Megatouch III (9255-20-01 RON) [Brian Troha]
New clone: Crystal Castles (joystick version) [Guru]



New games marked as GAME_NOT_WORKING
------------------------------------
Quiz Punch 2 [Luca Elia]
Jingle Bell [Luca Elia]


Site @ http://mamedev.org/


by RockmanForte, Friday, 08 August 2008 08:21 [ Read all ]

New Version Of The GameBoy and GameBoy Colour Emulators JSwingBoy And JMEBoy


A Java-based Gameboy and Gameboy Color emulator for mobile devices and PCs. If you want to play Gameboy games on your mobile phone you should try this emulator.

For more information on the project see the Wiki pages http://javagb.wiki.sourceforge.net/.



Quote:
* JMEBoy: added localization support
* added support for the device’s orientation sensor, should the device have one (feature request ID 2025619)
* solved the problem that the VoluntaryWaveChannel would throw an ArrayIndexOutOfBoundsException after long usage (bug ID 2024611)
* fixed the problem that HDMA did not work when the LCD was disabled (bug ID 2024603)
* fixed that problem that running a game that uses the GBC’s double speed mode caused the next game to run slowly (bug ID 2024375)
* fixed the problem that LCDC bit 0 is not considered in GBC mode (bug ID 2024372)
* fixed the bug that sometimes wrong tiles got painted (bug ID 2019632)

* JSwingBoy: added localization support
* fixed the problem of the missing suspend menu entry
* solved the problem that the VoluntaryWaveChannel would throw an ArrayIndexOutOfBoundsException after long usage (bug ID 2024611)
* fixed the problem that HDMA did not work when the LCD was disabled (bug ID 2024603)
* fixed that problem that running a game that uses the GBC’s double speed mode caused the next game to run slowly (bug ID 2024375)
* fixed the problem that LCDC bit 0 is not considered in GBC mode (bug ID 2024372)
* fixed the bug that sometimes wrong tiles got painted (bug ID 2019632)


Site @ http://sourceforge.net/projects/javagb/


by RockmanForte, Tuesday, 05 August 2008 20:06 [ Read all ]

Project 1986p 0.1.1 released!


Project 1986 is a Nintendo Entertaiment System (NES) emulator for Microsoft Windows 32 bit (9x/NT/XP) plataform.

- The main goal of the project is self-improvement and learning, however, achieving a quality level emulation is also a big motivation to keep this going on.

- This project has been going on for quite some time now, probably since 2004, but in the mean time, i re-started it one too many times, and i started several other now defunct emulator projects.

Quote:
Release time. 1986p 0.1.1 is out today. Small improvements over the last verions, some bugfixes and a small improvement on the mapper #0. It is most likely complete now. So, i guess it is time to move onto more mappers ? Probably so.
If you can spare time to test and give your opinions, it is much appreciated, thanks.




Site @ http://emu1986.angelfire.com/


by RockmanForte, Tuesday, 05 August 2008 19:13 [ Read all ]

iDeaS 1.0.2.5 + Audio PlugIn 1.0.1.1 + Wi-Fi PlugIn - Beta Versions for Linux release


Quote:
Here's changelogs :

All changes of Windows Version more these,

Emu

* Add Support for 2D render PlugIn.
* Add Console Output for debugger.
* Various bugs fixed for GUI.


Audio PlugIn

* Varoius bugs fixed and changes for OSS support.

Wi-Fi PlugIn

* First version of this plugin for Linux. Im working on it again.


Site @ http://www.ideasemu.org/


by RockmanForte, Monday, 04 August 2008 20:13 [ Read all ]

Xe emulator 2.16.0 released!


Quote:
[Xe] new execution core.
[Xe/Linux] Modified joypad analog axis access.
[PC Engine CD-ROM2] Fixed audio status report.
[Super Famicom] Fixed affine mode priority.
[FM Towns Marty] Fixed floppy disk status. (Thanks to Parazythum for the Car Marty info)
[PC-FX] PC-FX support.
[Game Boy Advance] Game Boy Advance support.


Site @ Xe - Multi System Emulator


by RockmanForte, Sunday, 03 August 2008 07:54 [ Read all ]
 
Powered by MKportal
Designed by: Ali Kasaie @ pdweb