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MAME 0.104u7, Intermediate Update


Happy MAME update day everyone
Here's the changelog:
0.104u7---------
MAMETesters Bugs Fixed
---------------------------
upsidedown0103yel [Takahiro Nogi]
mgion0104u6yel [Takahiro Nogi]
hyouban095u2red [Takahiro Nogi]
model1.c_0104u5yel [Aaron Giles]
ohmygod0104u6red [Aaron Giles]
stv.c_0104u5red [Aaron Giles]
ad2083_0104u5red [Aaron Giles]
gauntdl0104u6red [Aaron Giles]
zwackery0104u3red [Aaron Giles]
triviaes0104u6ora [Aaron Giles]
Source Changes
------------------
Added simulation of protection to the Parallel Turn driver. [Tatsuyuki Satoh]
Added missing demo sounds DIP switch to spelunk2. [Roberto Fresca]
Fixed key input problems in many of the Nichibutsu mahjong drivers. [Tatsuyuki Satoh]
Updated the Dragonball Z games to use the K056832 chip emulation, fixing color offsets and priorities. [Pierpaolo Prazzoli]
Updated raw mouse support for Windows XP: [Derrick Renaud]
* Reversed the RAWMOUSE device list. RAWMOUSE reports the last installed mouse as the first device. I now place new mice at the end.
* Added clipping to RAWMOUSE support so the cursor does not leave the game area in Windowed mode. Also fixed the non-RAWMOUSE Windowed mode clipping I broke by my last changes.
* You can now see the names of the mice attached by using -verbose.
* Changed Lightgun functionality if using XP. You no longer need to use -lightgun or -dual_lightgun. Use -mouse and multiple (2+) "HID-compliant mouse" lightguns will be detected. Lightgun support in Win98/Me remains unchanged. -offscreen_reload can still be used on Win98/Me/XP. See windows.txt for further info.
Fixed indirect palettes in the System 32 driver. This fixes Sonic graphics finally. [Anonymous]
Fixed window resizing bug when running in a window. [Wilbert Pol]
Switched MDEC decoding input from CbCrY to CrCbY, and switched MDEC 15bit output from rgb to bgr. [smf]
Removed unnecessary #includes from a number of files. Added #includes to files that were defining items that were declared in the header. Better documented where items are defined in the header files from the includes directory. [Atari Ace]
Fixed some crashes in the debugger if you tried to set breakpoints while the game was running and there was no active CPU. [Nathan Woods]
Fixed crash when calling fatalerror before the system was ready for it. [Nathan Woods]
More improvements to the Sega universal sound board. Star Trek is almost identical to the samples. Tac/Scan is not that far off, surprisingly. [Aaron Giles]
Added new function input_port_set_changed_callback() which lets you receive a change notification when certain bits in an input port have changed. See sega.c for an example. [Nathan Woods, Aaron Giles]
Added new PORT_CUSTOM() macro which allows you to specify a callback to return the value of bits in an input port. This saves you from needing to intercept the port read and modify the bits there. See sega.c for an example. [Aaron Giles]
Added new PORT_DIPLOCATION() macro which allows you to specify the physical PCB location of a DIP switch and the switches that correspond to the bits in the DIPSETTING. See sega.c for an example. [Aaron Giles]
Updated the i8039 disassembler to the new interface. [Aaron Giles]
Moved read/write handlers for input ports, watchdog, and interrupt enable out of the core and into machine/generic.c. Moved generic palette hanlders out of the core and into vidhrdw/generic.c. Clarified the names of many of the palette handlers and simplified the code. [Aaron Giles]
Added code to the UI to sort the per-game inputs in a standard order. [Aaron Giles]
New games added or promoted from NOT_WORKING status
------------------------------------------------------------------
Crystal Gal (Japan 860512) [Takahiro Nogi]
Crystal Gal 2 (Japan 860620) [Takahiro Nogi]
New clones added
--------------------
Circus Charlie (Selectable level set 2) [brian Troha]
Mahjong Hana no Momoko gumi (Japan 881125) [Takahiro Nogi]
http://mamedev.org/source.html
Derivative Builds:
Dats:
Notes:
MAME Plus! 0.104u7 2006-03-23* fixed crash in memory_set_decrypted_region() when loading state
* changed refresh rate of konamigx.c (60 -> 58) and fuukifg3.c (60 -> 57)
* (tbyahhoo: captions does not sync with song. asurabld: missing mantle in attract mode)
* changed maximum number of IPS to 64
CCS64 V3.0 beta 1.8 released
Sony Keynote at GDC News

Here are the major points of what was said:
PS3:- The system will have a full worldwide launch in all major territories: Japan, North America, Europe, Australia. It will roll out in early November.
- To facilitate the launch, the PS3 will have the highest production capacity of any Sony product yet brought to market, including its past consoles.
- PS3 will support every display standard, including regional standard defitition settings including PAL and NTSC as well as all high-def standards up to 1080p Full HD
- Integrated ethernet and wireless networking
- Hard drive included, though Harrison skipped past mentioning the hard drive other than with a bullet point
- Middleware providers such as Epic (Unreal Engine 3), AGEIA (PhysX 2.4), and HAVOK (HAVOK Complete XS 3.3) will tune their products to take full advantage of the Cell's SPU and GPU
- Final development environments will ship to developers in June. Partially complete tools will be available in April for E3.
- Sony is launching the SCE Worldwide Studios e-Distribution intitiative, intended to attract developers with innovative ideas, who will then be contacated by Sony regional offices. Games created through this initiative will be distributed online. - The system will have full backwards compatibility with PS1 and PS2. Every PS1 and PS2 game that properly observed its system's TRC
Online service: PlayStation Network Platform
- Name is an internal codename, and not the final consumer label.
- Four Cs: Content, Communication, Community, Commerce
- Basic service free of charge, includes all gameplay features: matchmaking, online video and voice chat, email integration, community features; all of these are processed by the PS3's operating system and accessible at the API level
- Games can be downloaded and run from hard drive; Sony envisions episodic gaming and digital distribution taking off on PS3
- "Open internet" business philosophy allowing developers to add their own servers for MMOs or other network-intensive games
- Next week, initial server/client SDKs will be sent to developers. By July, the service will be in testing, and by September it will be complete, in time for launch.
Tech demos:
- "Sequel" to last year's duck tech demo. The new demo was an underwater scene showing thousands of fish of different species, each with unique behavior and patterns.
- Two demos from Insomniac: futuristic first person shooter (Resistance: Fall of Man), and new Ratchet & Clank game. The R&C demo was set in a futuristic city with bright colors, and hundreds of flying cars.
- Singstar video showing the possibility of buying new songs for the game through Sony's Connect service
- MotorStorm from Evolution studios, showed dune buggy causing geometric deformation in mud as it drives. Mud particles being sprayed mapped persistently onto nearby geometry.
- Warhawk from SCE Incognito, showed dogfighting in the vicinity of huge capital ships, tons of firepower across the screen, ocean modeled with realtime wave simulator
- Realtime render of city streets in the UK, with ambient sound, car noises, high-def textures, etc. - Ragdoll demo with about 1000 fully modeled and skinned soldiers, exploding in realtime with ragdoll and physics
Thanks to Chris Remo of Shacknews, who is covering GDC, for this information.