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    Mame 0.115u1

    Robert
    By Robert,

    Source

    MAME 0.115u1

    The first update to the MAME 0.115 source base is now available. Featured in this release is a new driver for the JPM Impact system thanks to Philip Bennett; a bunch of ARM core fixes from R. Belmont and Ryan Holtz; proper sound in Inferno at long last; and a bunch of cleanups and improvements to a several old drivers: Space Firebird, the GamePlan games, and Spiders thanks to Zsolt; Magic Fly thanks to Roberto; and my long-planned rewrite of the Bally Astrocade driver.

     

    Source

    0.115u1

    ----------

     

     

    MAMETesters Bugs Fixed

    -----------------------------------

    asserts0115ora [Aaron Giles]

    scregg0115red [Zsolt Vasvari]

    mysticri36rc2gre [Pierpaolo Prazzoli]

    m92c053gre2 [Pierpaolo Prazzoli]

    aerofgt.c0115ora [Roberto Fresca]

    midyunit0115red [couriersud]

    nekkyoku0115red [couriersud]

    exerion0112u4yel [Pierpaolo Prazzoli]

    dragngun067yel [R. Belmont, Ryan Holtz -- please verify]

    cidelsa0114u4gre [Aaron Giles]

    missile0115yel [Aaron Giles]

     

     

    Source Changes

    -------------------------

    Added support for playback of "extended" INP files that are commonly found on compete sites. [David Haywood]

     

    Added lswx and stswx opcodes to the PowerPC core. [Ville Linde]

     

    Changed DRIVER_INIT macro to prepend driver_init_* instead of simply init_* to be consistent with the other initialization functions. [Atari Ace]

     

    Corrected the pulse shape of the timer output in the MPU4 driver, and also correctly identified the AY sound chip as an AY8913. [James Wallace]

     

    Merged leprechn driver into the gameplan driver and added correct video timings. [Zsolt Vasvari]

     

    Cleaned up the dorachan driver. Replaced fake color map with actual color PROM decoding. [Zsolt Vasvari]

     

    Cleaned up the supertnk driver. [Zsolt Vasvari]

     

    Move Atari vector PROMs into separate regions. [Mathis Rosenhauer]

     

    Added DIP switches for Excite League. [barry Harris, Yasuhiro Ogawa]

     

    Improved m92 sprite drawing. [Pierpaolo Prazzoli]

     

    Rewrote the magicfly driver: [Roberto Fresca]

    - Figured out how the protection works.

    - Removed the hacks/patchs that formerly allow boot the games.

    - Figured out how the buffered inputs works.

    - Demuxed all inputs for both games.

    - Unified the memory maps from both games.

    - Added NVRAM support to both games.

    - Mapped DIP switches.

    - Managed the planes to get the 3bpp GFX colors accurate.

    - Renamed the ROMs acording to pcb pictures and ROM contents.

    - Cleaned up and optimized the driver.

     

    Fixed throttle range in gforce2. [David Haywood]

     

    Moved Win32 UTF-8 wrappers into a new module (winutf8.c), and added some new wrappers that Oliver Stoeneberg created for MAME32. [Nathan Woods]

     

    Aleck64/N64 update: [Ryan Holtz]

    - RSP: some opcodes bugfixed plus should work on big-endian targets

    - Real PIF ROM dump now used and required

    - Various other fixes

     

    Fixed eeprom handling in surfplnt. [couriersud]

     

    Fixed carry flag calculation for SUB/SBC/CMP family instructions in the ARM core. [R. Belmont, Ryan Holtz]

     

    Improvements to the ARM7 core: [R. Belmont, Ryan Holtz]

    - fixed 32-bit unaligned reads to "scramble" properly

    - fixed carry flag calc for SUB/SBC/CMP family instructions

    - fixed multiply-and-accumulate instructions

    - added more instructions to the disassembler

    - fixed logical and arithmetic shifts

    - added more Thumb instructions

    - fixed relative loads and stores

    - fixed LSL/LSR with zero shift values

    - fixed the disassembly of CMN

    - verified behavior when ADD destination is the PC on real h/w

     

    Rewrote the Space Firebird driver: [Zsolt Vasvari]

    - Added star field, matches with the screen shot perfectly

    - Video timings/memory map/interrupts from schematics

    - Added support for the color fade effect

     

    Identified a couple of new opcodes in the Irem V30 CPU which improves matchit2. [Pierpaolo Prazzoli]

     

    Significantly cleaned up the Spiders driver. [Zsolt Vasvari]

     

    Changed memory system behavior so that masks can be specified independently of mirrors. By default if the mask is 0 and a mirror is present, the mask is implicitly ~mirror, just as before. But if a mask is specified, it is not limited to the non-mirrored bits. This allows you to independently control the mapping versus what is returned to the read/write handler. [Aaron Giles]

     

    Rewrote Astrocade driver: [Aaron Giles]

    - fully implemented all function generator modes

    - implemented pattern board according to schematics, including timing

    - fixed interrupt handling

    - added crosshairs to SeaWolf II

    - added stereo sound and panning to SeaWolf II samples

    - rewrote Astrocade sound emulation according to patent

    - sound generation now uses proper LFSR for noise effects

    - added partial support for Ten Pin Deluxe, including sound board emulation and internal layout

     

    Fixed sound in Inferno after all these years. Sadly, it required a hack. [Aaron Giles]

     

    Added correct video timings for the Williams games. [Aaron Giles]

     

    Added support for misaligned PIXBLT operations in the TMS34010 core. The code still needs cleanup but improves the new JPM driver. [Aaron Giles]

     

     

    New games added or promoted from NOT_WORKING status

    ----------------------------------------------------------------------------

    Magic Fly [Roberto Fresca]

    7 e Mezzo [Roberto Fresca]

     

     

    New clones added

    -----------------------------

    Captain Silver (World) [David Haywood]

     

     

    New games marked as GAME_NOT_WORKING

    ------------------------------------------------------------

    Ten Pin Deluxe [Aaron Giles]


    Pom1 0.0.3 released

    Robert
    By Robert,

    Apple I emulator

     

    Tue May 15 19:40:03 EDT 2007 jdcorrado

     

    v0.0.3

    Fixed problems with certain addressing modes where zero page would not wrap around

    >> Get it HERE.


    iDeaS 1.0.1.5 released

    Robert
    By Robert,

    DS emulator

     

    05-16-2007 - iDeaS 1.0.1.5 by Lino

     

    Here's the changelog:

     

    * Added LDRD and STRD opcodes.

    * Added HuffUnComp BIOS function.

    * Added Square Root BIOS function.

    * Added command line options.

    * Added zipped rom support (the emulator slows down).

    * Added basic frameskip.

    * Added support for M3, Supercard CF and Supercard One files.

    * Added Run to Cursor(F6) and Step Over(F8) in debugger.

    * Added support for Shadow Polygons.

    * Added support for .ds.gba and .sc.nds files.

    * Added Rotation feature.

    * Added Save/Load game capability.

    * Fixed unaligned memory access on LDRH opcode.

    * Fixed a bug in textures management.

    * Fixed a bug in 3D matrices management.

    * Fixed a bug in LIGHT_VECTOR register.

    * Fixed a bug in NORMAL register.

    * Fixed a bug in GXSTAT register.

    * Fixed a bug in Extended Draw Mode management.

    * Fixed a bug in microphone support.

    Changelog / Download


    Zsnexbox v3.1 released

    Robert
    By Robert,

    SNES emulator for Xbox

     

    What's new/fixed:

     

    * Added option to use the Path.ini or to have ZsnexBox create all the directories on the E partition. This will allow users to easily put ZsnexBox on a CD/DVD and run it on any Xbox (without having to create all the directories Path.ini points to). Just change "usePathINI=1" to "usePathINI=0" in the Path.ini before you burn the CD/DVD.

    * Screenshots larger than 512x512 are no longer supported. If ZsnexBox finds a preview larger than this, it will not display it. Extremely high res box art will cause a crash (i.e ZsnexBox runs out of RAM), and 512x512 is plenty big enough. HD users at 1080i might want to go even lower (256x256). If ZsnexBox freezes after 2 or 3 games, you are running out of RAM and ensuring previews are no bigger than 256x256 will likely fix the issue.

    * Tweaked all the skins to make them easier to read.

    News (thanks to Xbox-scene.com) and thanks to Hawq on our IRC channel.


Portal by DevFuse · Based on IP.Board Portal by IPS
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