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    Mame v0.111u6, Intermediate update

    Robert
    By Robert,

    http://mamedev.org/

     

    0.111u6

    ----------

     

    Source Changes

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

    Fixed the data fetch and scrolling calculation for almost all video modes in the Amiga driver. [Ernesto Corvi]

     

    Emulated the trench circuit in Space Encounters. [Adam Bousley]

     

    Added win_output_debug_string_utf8(); a UTF-8 wrapper for OutputDebugString(). Changed code to use it. [Nathan Woods]

     

    Fixed the disassembly, operation, and cycle timing of many Thumb instructions in the ARM7 core. [MooglyGuy]

     

    Defined new osd core function osd_is_absolute_path(). Changed behavior of core fileio so that absolute paths are identified and search paths ignored in that case. [Nathan Woods]

     

    Improved validity check for coinage order so that it prints out the correct order if an error is detected. [Ernesto Corvi]

     

    Fixed clocks and other details in Dream World based on new measurements. [David Haywood, Guru]

     

    Implemented video circuits in the Midway 8080 driver based on schematics. Note that this affected the visible area, so overlays will need to be adjusted. Standardized the visible area across all games. Implemented Phantom II cloud generator. [Zsolt Vasvari]

     

    Changed the contract of the tilemap_create() call so that it is guaranteed to succeed or die trying. Cleaned up code paths that checked the result of this operation to be simpler as a result. [Atari Ace, Aaron Giles]

     

    Added preliminary support for the built-in effects DSP in the SCSP, which lots of games use for reverb, QSound, and other effects. [ElSemi]

     

    Removed archaic i8080_EXACT flag from the 8085 core. [Zsolt Vasvari]

     

    Updated Midway 8080 driver to use properly computed video timings and scanline interrupts. [Zsolt Vasvari]

     

    Fixed assertion in MPU4 driver. Fixed the mechanical meter operation, enabling coin entry in Connect 4. [James Wallace]

     

    Added mappings for break and pause keys. [Dirk Best]

     

    Incorporated changes to MESS CPU cores to fix asserts and improve Z80GB emulation. [Nathan Woods, Wilbert Pol]

     

    Correctly connected sound IRQ in GX400/Nemesis driver. [R. Belmont]

     

    Rewrote the SN76477 emulator from scratch. The main difference between the old one and the new one is that it is based on measurements from a real chip. Also the emulator is fully analog, meaning that timings/frequencies, etc. are based on voltage levels. This gives a much more true-to-life emulation where the weird behavior of the real chip comes emulated for free. The code itself is also a lot simpler and more understandable. [Zsolt Vasvari, Derrick Renaud]

     

    Cleaned up stray variables from the crosshair drawing removal. Also removed some orphaned function declarations. [Oliver Stoneberg]

     

    Added the missing volume and frequency controls to the Berzerk driver and s14001a core. Fixed the issue with random words being spoken instead of the proper ones. Word is now latched at the proper time. [Lord Nightmare]

     

    Implemented flickering of the strobe light in Space Encounters, to be eventually connected with artwork. [Zsolt Vasvari]

     

    Changed driver_add/find/remove functions to fatalerror if they cannot find their targets. [Aaron Giles]

     

    Added support for screenless drivers. [Aaron Giles, Nathan Woods]

     

    Fixed a couple of errors introduced in the OKI6295 pin shuffling. [David Haywood]

     

    Cleaned up DIP switches and added documentation to the Outrun driver. [brian Troha]

     

    Fixed sound clock frequency in the NMG5 driver. [brian Troha]

     

    Fixed sound clock frequency in Night Slasher. [sonikos]

     

    Updated Sega System 16/18 drivers to be mono, and swapped button 1/2 to match instruction card. [Corrado Tomaselli]

     

    Moved some of the tool sources to a new subdirectory tools. [Aaron Giles]

     

    Tweaked the main makefile to better support parallel builds. [Aaron Giles]

     

    Removed line array from mame_bitmap. Converted dozens of drivers over to using BITMAP_ADDR macros instead. [Aaron Giles]

     

    Changed automatic crosshairs so they are not quite so automatic. They now need to be explicitly specified by the driver in the input ports. Also changed the PORT_CROSSHAIR macro to take a shorter form of the axis name. Updated all lightgun drivers to have this macro in its default state. [Aaron Giles]

     

    Added sliders for debugging crosshair positioning (debug build only). [Aaron Giles]

     

    Changed xevious to use irq0_assert_line instead of irq0_pulse_line to prevent it from dropping interrupts. [Aaron Giles]

     

    Changed Gorf to use HOLD_LINE instead of PULSE_LINE for scanline interrupts. The timing is still off, but the game runs now. [Aaron Giles]

     

    Fixed time H/V position reporting during the first frame of execution using the new video routines. [Aaron Giles]

     

     

     

    New games added or promoted from NOT_WORKING status

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

    Magical Tetris Challenge [Ville Linde]

    Star Soldier: Vanishing Earth [Ville Linde, Guru]

    Vivid Dolls [Ville Linde, Guru]

    Connect 4 [James Wallace]

    Martial Masters [MooglyGuy]

    Knights of Valour 2 [MooglyGuy]

     

     

     

    New games marked as GAME_NOT_WORKING

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

    Super Real Mahjong VS [Ville Linde, Guru]

    Tower & Shaft [Ville Linde, Guru]


    Raine 0.50.2 released

    Robert
    By Robert,

    Arcade emulator

     

    Ok, here is the latest 0.50 version, with some badly needed fixes, the return of the 2 last emudx games, and a new game options dialog with more options than you ever saw in the allegro version !

     

    Now it's probably going to be the last version for quite a while, unless some critical bugs are reported. I had a lot of this for the past month, and this version is very close to what I would call "the ideal raine version for me", especially the part related to yuv overlays which allows it to work on my pvr350 !

     

    raine (0.50.2) unstable; urgency=low

     

    * Improve slightly yuv overlay rendering, and add support for the yv12 overlay, used by mpeg cards. It should allow raine to render directly to an mpeg card if the picture on screen isn't interlaced !!! It works with a pvr350 in linux, just be sure to run ivtvctl --set-yuv-mode=mode=1 before running raine to avoid interlacing in yuv overlays. You can now select your prefered yuv overlay format from the video options dialog : don't change this unless you have problems with the default YUY2 format (raine will automatically switch to YV12 if YUY2 is not hardware accelerated for you).

    * Fix frame skip (automatic and fixed).

    * The game selection dialog now starts with the selection on the currently loaded game.

    * dkong and frogger are supported again, with or without emudx. Only restriction for now : no alpha blender functions for the flames in dkong, I need more time to experiment with this, but it's very playable without them anyway ! They both require new emudx sound files, which are about 1Mb shorter : dkongm.dx2 and froggerm.dx2.

    * Finally added a game options dialog with "reset game hardware", "load/save game" with support for unlimited number of save states, "graphical layers", and "cpu frame skip". Also moved the cheats dialog here. And you now have complete control over the fps of the game. This is the kind of very useful dialog if you want to control raine with only a joystick !

    * Added a savegame converter, from the old allegro format to the new 0.50 format in the bonus folder (make converter to build it).

    Changelog / Download


    FBA-XXX 28/01/07 released

    Robert
    By Robert,

    Arcade emulator for Xbox

     

    28/01/07 update

     

    - fixed a little mistake in the sound engine that caused some little cracks

    - rumble function rewritten so that it now uses only one .ini file and can be used with all systems (thx to IQ_132)

    - hsf2a driver added (thx to IQ_132)

    - scale3x and hq4x added, hq4x is unusable (10fps)

    - added native support for 720p and 1080i, the interface is now truely in HD

    - corrected some things in resolution selection (not necessary in PAL mode, widescreen mode automatically detected, now displays which mode is selected,...)

    - background now totally destroyed when launching a game, free up more RAM which can only be good for VMM and HD modes

    >> Get it at the usual place(s).


    PenkoDS 0.1a released

    Robert
    By Robert,

    MSX emulator for the DS

     

    PenkoDS?

    PenkoDS is an emulator MSX2 for Nintendo DS. It is based on fmsx of Marat Fayzullin.

    The speed of emulation is currently 75% on average (either about 30 to 40% faster than the port fmsx of nyagosu of which I took again the management of the keyboard and the joystick).

     

    Among the functionalities, one finds:

    - A resize mode to manage the various resolutions of the MSX.

    - Support DLDI

    - Support of the roms and the discs

    - Management of the sound (with the same problems as under CrocoDS)

     

    Level use, it is enough for you to copy the Romanian one in the root or the /rom/msx repertory of your chart flash, patcher the nds with patchor DLDI and of launching this homebrew from your Nintendo DS

     

    To test with the version msx bombjack of Kralizec or with one of the releases of the MSXDEV' 06.

     

    One of the large bugs current is the impossibility of rebooting after the insertion of a MSX disc. (On the other hand, not a problem of reboot with the roms). This version is a version alpha, therefore I await all your remarks in order to improve it.

    >> Get it HERE.


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