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    Mame v0.95u1

    James
    By James,

    http://haze.mameworld.info/

     

    0.95u1

    ------

     

    Irem M92 dip corrections [brian Troha]

     

    Patches to fix compile errors with VC [bryan McPhail]

     

    Link Warning Fixes [Lawrence Gold]

     

    Misc Updates [Nathan Woods]

    src/cpu/hd6309/6309ops.c:

    src/cpu/hd6309/6309tbl.c:

        - Fixed 6309 SEXW instruction

     

    src/fileio.c:

        - Adding a MESS specific option to FILETYPE_SCREENSHOT

     

    Best League update [Pierpaolo Prazzoli]

    - Fixed tilemaps and sprites offsets

    - Fixed visible area

    - Fixed dip-switches

    - Added oki banking

    - Added sprites wraparound

    - Added sprites color masking

     

    SemiCom dipswitch fixes [sonikos]

     

    Excelsior updates [Pierpaolo Prazzoli]

    - Fixed sprites priorities

    - Added bitmap size switch (100% or 50%)

     

    Megaplay dip fixes [barry Rodewald]

     

    fixed v60 DIVFS opcodes [sebastien Chevalier]

     

    Flash updates [smf]

    - Implemented state saving for flash chips.

    - Fixed block erase on 16bit flash chips.

    - Increased maximum number of flash chips.

     

    New Games / Clones supported or promoted from GAME_NOT_WORKING status:

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

     

    Crackdown [Charles MacDonald, David Haywood] (some graphical problems)

    Sonic the Hedgehog 2 (Megaplay) [David Haywood] (some problems due to bad genesis emulation)

    Photo Y2k [Olivier Galibert, ElSemi]

     

    Mahjong Channel Zoom In [Angelo Salese]

    Mahjong Kakumei [Angelo Salese]

    Mahjong Kakumei 2 - Princess League [Angelo Salese]

    Idol Janshi Su-Chi-Pie Special [Angelo Salese]

     

    clones

    ------

     

    Pinball Action (set 3, encrypted) [Nicola Salmoria]

     

    Tekken 3 (TET2/VER.A) [smf]

    Ehrgeiz (EG2/VER.A) [smf]

    Soul Edge Ver. II (SO3/VER.C) [smf]

     

    Red Hawk (bootleg) [tirino73, David Haywood]

    (this suffers from the same problems as the original, I'm not convinced that it really is

    protection as the boards are very simple, needs investigation)


    Project 64 v1.6

    iq_132
    By iq_132,

    PJ64 homepage: pj64.net

    Release Thread: Emutalk

     

    *Edit*

    Here's the changelog:

    v1.6

     

    R4300i core and executable

     

    - support for rumble enabled controller plugins

    - marked some memory allocations with execute flag

    - game fixes for DK64, Hydro Thunder, etc

    - enable perm cheats

    - fixed gui issues

    - reduced memory usage

     

    Direct3D6

     

    - Pilotwings no longer crashes

    - Fixed drivers that have incorrect depth buffer caps

     

    Direct3D8

    - Added new plugin

     

    RSP

     

    - minor compiler tweaks for speed

     

    Direct Input

     

    - support for more axes

    - warn user when configuring button already set

    - rumble support using force feedback


    DSemu v0.0.2g released!

    Robert
    By Robert,

    Version 0.0.2g of DSemu has been released

     

    Thursday, 31st March 2005

    It's high time I added at least a little SWI support to the ARM core. So, I've put in Div, Sqrt, SoftReset and VblankIntrWait. I dunno if it'll make any difference to making GBA or DS demos work, but it needs to be done either way.

     

    I've been receiving comments recently that the compilation process for the emu is less than clean, generating a good wad of warnings. After many months, I finally took it upon myself to resolve the warnings. They turned out mostly to be simple casting requirements, and the occasional return without a value. I've patched all those up, and the compile process should be clean with no errors and no warnings.

    »» http://www.dsemu.org [Homepage]

    »» http://dsemu.1emulation.com [Forums]

    »» http://www.dsemu.org/dsemu-0.0.2g.zip [Download]


    DSEmu v0.0.2f Released!

    Alpha
    By Alpha,
    I said I'd be picking up a config editor; well, I'm not. It turns out that Normmatt wrote the thing in Visual Basic, and pretty bad VB at that. Not much code I can use there, I'm afraid. I might get onto that myself at some point soon.

     

    Regarding the CPU, I've finally decided to pick up the red lights on ARMwrestler and make 'em green. That involved fixing the flag setting code for a few of the Thumb ops, and implementing a good chunk of the enhanced DSP (in particular, short multiply and saturated addition). After all that, it does indeed mean that Wrestler green-lights fully, which is a good thing.

    »» http://www.dsemu.org [Homepage]

    »» http://dsemu.1emulation.com [Forums]


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