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    Mame 0.106u12, Intermediate update!

    Robert
    By Robert,
    0.106u12

    ----------

     

     

    MAMETesters Bugs Fixed

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

    gaelco20106u1ora [David Haywood]

     

     

    Source Changes

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

    Added a large number of previously-dumped PALs to various games across the whole source base. [MASH]

     

    Some graphics improvements to the Magic Fly driver. [Roberto Fresca]

     

    Fixed the fire button INPUT_PORT of player2 in Lethal Enforcers. [Cananas]

     

    Changed the coordinates where for offscreen lightgun reloading, moving it from the upper-left to the upper-right for better compatibility. [Cananas]

     

    Fixed interrupt clearing function in 6840 module. [El Condor]

     

    Added multiple input controls in -listxml output for games with more than one type. Added pedal control type. Added more info on analog controls as defined in the driver: minimum, maximum, sensitivity, keydelta, and reverse. This required the 'control' attribute in the XML to be moved into an element. There can now be more than one 'control' element in the input secction. [uRebelScum]

     

    Improved the description of screens in -listxml. Multiple screens are now listed, each with their own attributes. Rotation is now fully specified (rather than just vertical/horizontal). The width and height now describe the raw game screen before any rotation. [Krick]

     

    Fixed bug that caused the UI to be impacted by command-line brightness, contrast, gamma controls. [Aaron Giles]

     

    Fixed bug that prevented the contrast from pushing vector games to their maximum brightness. [Aaron Giles]

     

    Rewrote Crystal Castles driver from the schematics: [Aaron Giles]

    * corrected clock speeds and frame rates

    * reimplemented video system to use mixer PROM

    * now using sync PROM to generate interrupts at correct times

    * sync PROM is also used to determine proper visible area and VBLANK timings

    * implemented the VRAM write protection by using the WP PROM

    * hooked up second player trackball properly

    * fixed coin counters

    * now computing palette based on resistor weights

    * watchdog is now set for 8 VBLANKs to match the schematics

    * added save state support

    * mapped complete memory space according to schematics

     

    Fixed bug in JED parsing code that would checksum fuses beyond the number explicitly specified. Some programs write extra fuse data beyond the end and this should not be part of the checksum. Also made the checksum parsing more flexible to handle JED files with extra 0 digits in the file checksum. [Aaron Giles]

     

    Removed xml2info utility. The -listinfo format was retired over 2 years ago. It is time to move on. [Aaron Giles]

     

    Changed the core makefile to put back specific rules for building EXEs to promote more commonality with platforms that don't put an extension on executable files. [Aaron Giles]

     

    Added gapless variants to the dual and triple screen layouts. [Aaron Giles]

     

    Removed 1 pixel border now that the Direct3D code is properly setting texture clamping. This should get rid of the gaps in the Darius layout, which were caused by bilinear filtering the last pixel on the screen with the black pixel border. [Aaron Giles]

     

    Fixed -effect none to longer produce an error message. [Aaron Giles]

     

    Removed the VIDEO_PIXEL_ASPECT_RATIO_* flags for drivers. These flags were used inconsistently, and can be effectively computed if necessary from the screen width/height and orientation. [Aaron Giles]

     

    Changed the on screen display so that pressing ENTER resets a value to its default. [Aaron Giles]

     

    Moved all options to a single central location in windows/config.c. Cleaned up and reordered the options more logically. [Aaron Giles]

     

    Rewrote windows.txt to reflect all of the new options and to update the behavior of existing options to match the current implementation. [Aaron Giles]

    http://mamedev.org


    WinUAE 1.3 released

    Robert
    By Robert,

    Commodore Amiga emulator

     

    WinUAE 1.3 (16.07.2006)

    =======================

     

    New and improved features:

     

    - Input event recording and playback (WIP)

    - PC floppy drive drive sound emulation :thumbsup1:

    - Mousehack-"driver" build-in.

    - PC DD and HD floppy image support.

    - Added improved audio filter and interpolation code from uade and other sound setting updates.

    - Added build-in HRTMon debugger/monitor. (WIP)

    - Action Replay for Amiga 1200 ROM image support.

    - Arcadia emulation updates.

    - Directory filesystem compatibility updates. (illegal characters in directory names work better now, some protection flag tweaks, more compatible disk capacity check if disk is very big, compatibility issues with \\server\share-directories fixed)

    - Debugger updates. (improved trainer search command, fa-command, like in Action Replay, AGA color register dump etc..)

     

    Bug fixes:

     

    - Fix for random state restore freeze.

    - AVIOutput crash, incorrect window size.

    - Random Picasso96 screen mode switch crash.

    - "Create hard disk imagefile"-option in harddisk settings fixed, previously it usually created corrupt hardfiles..

    - Fixed garbage lines when program mixed interlace and non-interlace modes.

    - D3D filter fullscreen freeze fixed.

    - Priority-panel "pause emulation/disable sound output"-checkboxes were not initialized correctly.

     

    And more smaller (and maybe bigger) changes.

    >> Get it HERE.


    NGEPSP 0.2.2 released

    Robert
    By Robert,

    Neogeo emulator for PSP

     

    >> Get it HERE.

     

    * Raster effects will always be enabled when running the BIOS.

     

    * The raster effect setting will still take effect when in-game.(Changed to improved the running of uni-bios v2.0/v2.1/v2.2)

     

    * Extra drawing clipping process removed.

     

    Thanks to e-lation for the changelog.


    PSPVBA v1.1.0 released

    Robert
    By Robert,

    GBA emulator for PSP

     

    PSPVBA: GameBoy Advance Emulator for PSP v1.1.0 (smooth)

    July 14th, 2006, 15:23 Posted By: zx-81

     

    Hi All,

     

    Here is a new version of PSPVBA the GameBoy Advance Emulator for PSP.

     

    What's new in version 1.1.0 :

     

    - It works now on 2.5 and 2.6 FW (i've tested it using DevHook)

    - All the graphic part has been rewritten to replace SDL by direct GU access (faster)

    - Sound is now played at 22Khz instead of 11Khz (i can play it up to 44Khz, it's better but slower  ).

    - The images are now smooth (using the GU)

    - Snapshot files are now in PNG format (instead of BMP)

     

    Two binary versions (for 2.x and 1.5 FW) and sources are included in the zip archive.

     

    This should be the last version for 2.x because i will try to use the ME (available only on 1.5)

    >> Get it HERE.


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