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    MAME 0.105u5, Intermediate Update!

    Robert
    By Robert,
    0.105u5

    ---------

     

    MAMETesters Bugs Fixed

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

    memory0105u4red [Aaron Giles]

     

    Source Changes

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

    Cleaned up the freekick.c driver [sonikos]:

    - added 2nd button in gigas/gias2m/oigas

    - matched the Z80 chip mhz to the "confirmed" mhz of gigas

     

    Extended the gfxlayout structure to support "extended" arrays of x and y offsets. These are used for layouts that are larger than 32x32. This enables the standard structure to be smaller for the vast majority of games that don't require huge graphics decodes. The end result is that the MAME.exe is ~3MB smaller. [Atari Ace, Aaron Giles]

     

    Added some Amiga enhancements needed for MESS Amiga and CDTV drivers. [Dirk Best]

     

    Removed non-existant 3rd & 4th player controls from deadconx. [Don Maeby]

     

    Improvements to the MACS driver: [Tomasz Slanina]

    - fixed a couple of gfx bugs in st0016 video emulation

    - added hacks to allow MACS games to boot

    - removed REGION_DISPOSE flag from srmp5 and speaglsht (no more crashes)

     

    Fixed/improved DIP switches in the powerbal.c, konamigx.c, and gsword.c drivers. [Twisty]

     

    More improvements to the BFM driver and the 6840 timer emulation. [El Condor]

     

    Improvements to the x86 drc engine and the Windows blitters:

    - Blitter CPUID features now accessed by drc_x86_get_features() call

    - Added win_blit_init(), to initialize the blitter

    - Changes to DRC to support usage for things other than CPU cores

    - Fixed drc_dasm() so it works once again

    - Added macros for a number of MMX/SSE instructions

    - Added a number of MMX/SSE instructions to the i386 disassembler

     

    Actually applied the Marine Date fixes which were mentioned in a previous u release. [Aaron Giles]

     

    Added experimental support for building using Visual C++ 2003/2005. To do this, you still need the mingw environment (ironically) because we rely on the mingw make system to call out to the MSVC compilers. Set the variable MSVC_BUILD=1 on the command line or by modifying windows.mak, and it will build using the Microsoft compilers. This works through the use of a stub program vconv.exe which translates gcc options into MSVC options. As a bootstrapping measure, vconv.exe is compiled at the start of a clean build by mingw. Most of the standard build options just work (SYMBOLS, MAP, DEBUG, etc). If you have a beefy computer, you can also set MAXOPT=1 and use link-time code generation for maximum optimization effect. :P [Aaron Giles]

     

    Added preliminary support for 64-bit targets. A new makefile define PTR64 should be set if you are compiling for a 64-bit target. This propogates a PTR64 define into the C files as well. Made the makefile smart enough to auto-disable the drc cores for 64-bit, and removed most of the roadblocks to a 64-bit build, apart from the assembly blitters, which are currently undergoing a rewrite. [Aaron Giles]

     

     

    New games added or promoted from NOT_WORKING status

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

    Hidden Catch 2 [Pierpaolo Prazzoli, Guru]

    Fishing Maniac 3 [Pierpaolo Prazzoli, Guru]

    Yu-Ka [Tomasz Slanina]

    Yu-Jan [Tomasz Slanina]

     

    New clones added

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

    Greyhound Selection (Version 40.02TMB) set 2 [brian Troha]

    Greyhound Poker (3 new sets) [brian Troha]

     

    New games marked as GAME_NOT_WORKING

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

    Master Boy [David Haywood]

    Intersecti [David Haywood]

    http://mamedev.org

     

    Derivative Builds:

    MAME32qa

    MAMEplus!

    MAME32plusSpecial

     

    Dats:

    MAMEinfo.dat

    History.dat 1.06o

     

    Notes:

    MAME Plus! 0.105u5 2006-05-11

    * 'View PCB Info' changed to MAME32FX style

    * updated M68K DRC core to v105u2 C core

    * added cps1/dinoha, dinohb [FBA]

    * cps1/sf2m13 is working [iq_132]

    * added neogeo/kf2k4pls, kf2k2plc, cthd2k3a [iq_132]


    Arculator 0.7 released

    Robert
    By Robert,

    Acorn Archimedes Emulator

     

    9th May 2006

     

    * Improved video code - display always centred correctly, multisync mode support (eg 640x480, 640x512 and 800x600), borders always drawn correctly (eg Zelanites)

    * Fixed bug with LDMxx!, !NewLook now works, Arthur desktop now works

    * Fixed bug in WD1772 FDC, disc writing now works again

    * Some improvements to ArculFS

    >> Get it HERE.


    The Wii Zapper (Proto)

    Wizard
    By Wizard,

    zapperprototypewii31vc.jpg

     

    Over at the Nintendo booth, contained within a glass case adjacent to the classic shell (revealed earlier by IGN) is a prototype for the "Zapper Style" attachment for the Wii remote. Note that you get a joystick for your thumb and a standard gun-style trigger. Not much to say, but the prototype looks promising. We wouldn't be surprised if this ended up being really close to the final product.

     

    Joystiq


    Resident Evil Wii

    Wizard
    By Wizard,

    May 10, 2006 - Publisher Capcom today announced that it is underway with a new Resident Evil game developed exclusively for Nintendo's Wii console. The game will take advantage of the system's unique controller for a new take on the atmospheric franchise.

     

    "The next-generation console Wii is garnering much attention with its groundbreaking new controller. The new Resident Evil game for the console will combine the series' intense gaming experience and atmosphere with the revolutionary control system of the Wii," Capcom said in an official statement.

     

    No further details about the title have been revealed. Even so, this s fantastic new for Wii fans around the world.

     

    Revolution.IGN


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