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Bryan McPhail's MAME WIP News
Emu#dreams reports that Bryan McPhail has been working on fixing hardware support in MAME, the Multiple Arcade Machine Emulator. Below is his post from his MAME work-in-progress page.
There has been a long-standing known bug in dec0.c for some time (checking my notes, it's been there for 7 years!), in that row & column scroll could not be applied to a tilemap simultaneously. The reason for this limitation is that Mame's tilemap system did not support this. Anyway... I've re-implemented the rendering of this sytem by providing a new tilemap draw function that correctly implements simultaneous row & column scroll. I also verified the rendering of all video modes using a trojan on a Birdie Try board. This finally fixes the waterfalls in Midnight Resistance! (It doesn't really affect any other games, but the source code is much cleaner now).
Whilst working on this driver I noticed there are several revisions of games that are still not dumped, eg, Japanese Heavy Barrel, World Fighting Fantasy, USA Boulderdash. If you have any games on this hardware please check the revision/rom-code ID against Mame to see if you have an unsupported set.
You can visit Bryan McPhail's MAME WIP page here to see screenshots and more.
SquidgeSNES v0.0.2 Released
retroguru.com reports that SquidgeSNES, the brand new Super NES emulator for the GP2x, has been updated to version 0.0.2. Here's what Squidge, the programmer, had to say about it.
ok, I've just uploaded version 0.0.2:
Now uses Rlyeh's SDK instead of my own
Only one file now instead of two
Double buffered instead of single buffered
Colors corrected
Controls implemented (game are now playable, yey
)
I've just implemented an onscreen fps counter (will be available from the next version for anyone who cares) andi n SMW I get a fairly consistant 40fps. I reckon I can get this to at least 50 fps, if not 60 fps over the next few days. Stay tuned
You can see these posts here at GP32x.com Board, or simply download it here.
CPCE v1.53 Released
AEP Emulation Page reports that CPCE, the Amstrad CPC emulator (for DOS, DPMI, and WIN32), has been updated to version 1.53. Below are the changes in this version.
YMP internally decompresses LZH-packed YM files (LHA.EXE is no longer required), and disabled channels don´t make any noise now. A tiny bug in the ZIP archive handler and another one in netplay (discovered by Shane) have been corrected, too.
You can visit the official homepage here, or simply download it here.
Haze's MAME WIP News
iq_132 has reported that Haze has done some work on fixing hardware support added to MAME, the Multiple Arcade Machine Emulator, by Luca (posted earlier). Below is what Haze posted on his WIP page (truncated).
Twin Action vs. Mustang
So.. it seems Afega’s games aren’t so original either… Luca recently added support for Twin Action, but it wasn’t working; it reset when you hit the fire button and the player sprite was invisible. That behavior reminded me a lot of a previous game I’d look at, US AAF Mustang, actually the whole game did right down to the parallax scrolling sprites for the ground. Sure enough comparing the Afega and NMK16 drivers revealed that Afega had copied most of the NMK hardware and that Twin Action was nothing but a bootleg of US AAF Mustang. By using the same protection patches as used for Mustang (with some slight adjustmenets to compensate for code being moved about), Twin Action started working.
You can visit Haze's MAME WIP page here to see screenshots and more.
