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    Gens32 1.59 Released!

    IxI SoNiK IxI
    By IxI SoNiK IxI,

    Gens32 is Megadrive/Mega CD/32X emulator for Windows.

     

    • Fixed some bugs (not tested yet).
       
    • rewrote the TV fliter.
       
    • added TurboKey system.
       
    • improved 48000HZ playback quality.

    » Gens32 homepage.


    Mame v0.94u2,u3

    James
    By James,

    http://haze.mameworld.info/

     

     

    0.94u3

    ------

     

    Compiler fixes [Atari Ace]

    Misc fixes [Nathan Woods]

     

    New Games / Clones supported or promoted from GAME_NOT_WORKING status:

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

     

    clones

    ------

     

    Bubble Bobble (newer set) [Tormod Tjaberg]

    Puyo Puyo (World) [Fabrice Arzeno]

     

     

    0.94u2

    ------

     

    Changes from Aaron Giles

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

     

    mame.c: updated documentation

    cps1.c: fixed QSound routing

    cps2.c: fixed QSound routing

    itech32.c: fixed Driver's Edge colors (red/blue were swapped)

    segaorun.c: many tweaks based on schematics

    - connected some outputs via 8255 PPI

    - fixed IRQ handling to match schematics

    - hooked up watchdog, global mute

    - fixed IRQ2 timing

    segaxbd: tweaks

    - added hack to make GP Rider boot; input bug prevents full playability

    - fixed IRQ handling to match schematics

    - hooked up watchdog, sound reset, and global mute

    - hooked up dummy CPU for running SMGP communications

    - reduced interleave on all games except LOF

    se***bd: tweaks

    - fixed CPU speeds according to schematics

    - hooked up global mute

    - reduced interleave on all games

    machine/segaic16.c: changed divide-by-zero case to return a value

    vidhrdw/segaic16.c: several updates

    - implemented Y-board sprite priorities (not fully understood, but

    seems to work)

    - found missing 8th bit in Outrun/X-board sprite pitch

    - implemented Outrun/X-board road priorities according to logic dump

    from Leopardcats

    - hooked up road RAM double buffering that was missing for

    Outrun/X-board

    - disabled direct scanline mode for Outrun road, which doesn't support

    it

     

    Fixed sample playback glitch

     

    Fixed othunder sound clipping

     

    Fixed Batrider sound

     

    Fixed Dream Shopper crash

     

    Added sound balancing assistance display to debug builds

     

    cpuintrf.c cleanup

     

    Removed some unwanted clamping code from sound core

     

    Adjusted Frogger volume

     

    Changes from Brian Troha

     

     

     

     

    Changes from Derrick Renaud

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

     

    Added proper watchdogs to

    Bosconian, Galaga, Pole Position, Xevious

     

    Fixed Wiggie Waggle crash

     

    Fixed some speaker settings

     

    schaser - updated sounds to include missle effect and

    fix dot sounds per schematics.

     

    SN76477 emulation - fixed bug where gain was 3x more

    then it should be, causing effects to clip for 2/3rds

    of the time.

     

    SN76477 emulation - fixes the attack time for one-shot

    envelope mode.

     

    Fixed crash in crash, ripcord and robotbwl and added

    sample support to them. Samples not currently

    recorded.

     

    robotbwl - added discrete simulation for footsteps

     

    crash - added discrete simulation for beeper

     

     

    Changes from Nathan Woods

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

     

    src/sndintrf.c:

    src/sndintrf.h:

    - Added entries for two MESS specific sound cores

     

    src/sound/wavwrite.c:

    src/sound/wavwrite.h:

    src/sound/discrete.c:

    - Changed wavwrite type from 'void *' type to an opaque pointer

    'wav_file *'

     

    src/cpu/g65816/g65816op.h:

    - This patch fixes a bug whereby the CPU could switch modes without

    entering the set of functions for that mode. Specifically, if a mode

    change occurs it will break out of the execute function and reenter the

    correct function.

     

    Changes from Nicola Salmoria

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

     

    documented debug mode in TNZS

     

    Fixed some bad gfx in Sky Lancer

     

    Rebalanced Gyruss volume

     

    NMK004 sound simulation

     

    playmark.c updates

    - Fixed sprite/tile priorities in World Beach Volley, and fixed SOME

    priorities in Excelsior - but not all of them, the high score screen is

    still wrong.

    - Found bitmap enable bit, fixes girl pictures sticking in Big Twin and

    Excelsior, and garbage graphics in Excelsior.

    - Added rowscroll support, fixes wbeachvl37b7gre.

    - As previously noted, wbeachvl37b16gre could be a genuine bug of the

    original - I don't see how it could work otherwise.

     

    Changes from Pierpaolo Prazzoli

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

     

    Super Slam update

    - Fixed sprites

    - Fixed text tilemap colors

    - Fixed text tilemap scrolls

    - Fixed VSync

     

    Fixed dips in Sky Lancer

     

    playmark.c update

    - Fixed dipswitches in Excelsior

    - Tweaked bitmap scroll in Excelsior

    - Changed bitmap to be drawn after the fg_tilemap (this is correct in Excelsior

    and looks better in Big Twin, but looking at the service mode in Excelsior

    some "good" bits are trasparent)

    - Added Continue dipswtich in Big Twin

     

     

     

    Other Changes

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

     

    NMK16 dipswitch fixes [brian Troha]

     

    Progress on TX1 / Speed Buggy driver [Phil Bennett]

    Still To Do:

     

    Buggy Boy/Speed Buggy

    # Arithmetic chip support.

    # Correct object drawing and attributes (e.g. zoom factors).

    # Road drawing.

    # Fix inter-CPU communications.

    # Layer mixing.

    # Fix controls.

    # Discrete sound hardware

     

    TX-1

    # All of above

    # Missing PROMs

     

     

    Allow for more than 40 entries in the Analog menu [Christopher Stone]

     

    Fixed dips in Dunk Shot [sonikos]

     

    Fixed some bad gfxlayouts [Atari Ace]

     

    Update to Shrike Avenger, documentating the motor behavior [Peter Sealy]

    game is now partially working

     

    Added scroll mouse support [Robin Merrill]

     

    Allowed f1en to show full attract mode [David Haywood]

     

    New Games / Clones supported or promoted from GAME_NOT_WORKING status:

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

     

    clones

    ------

     

    Pit n Run (set 2) [MAN]

    Sky Lancer (Orca) [Manuel Assoni]

    Star Trek (defender bootleg) [Pierpaolo Prazzoli]

    Poker Ladies (Leprechaun ver. 401) [Manuel Assoni]

    Pinbo (set 2) [Pierpaolo Prazzoli]

     

    New games marked as GAME_NOT_WORKING

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

     

    TX-1 [Phil Bennett]

    Buggy Boy [Phil Bennett]


    MAME Trademark Update !

    James
    By James,

    http://www.aarongiles.com/

     

    I know a bunch of folks have been itching to know what's going on with the whole MAME trademark issue. Well, with the help of several prominent friends, we consulted a trademark attorney and decided to see if David Foley was up to his word.

     

    Last week, Nicola's application (http://tarr.uspto.gov/servlet/tarr?regser=...=Request+Status) began showing up in the USPTO database. Once that happened, I contacted Mr. Foley and asked him to abandon his claim to the trademark, which you can see he did. (http://tarr.uspto.gov/servlet/tarr?regser=...=Request+Status)

     

    So, what does this all mean? First, it means that the MAME trademark is in the hands of the people who really ought to own it.

     

    Second, it means you can all end your hate mail campaigns against Ultracade and David Foley. Comments here which attack either will be deleted and users will be banned. There's really no sense in yelling and screaming; let's just all be adults about the matter (I realize that it's hard for some in this crowd, but please try).

     

    Third, however, it means that some responsibility comes along with owning the trademark. In order to use the trademark, we are going to have to set up some rules under which it can be used. This is likely going to come in the form of, simply, "You must request explicit permission to use the MAME trademark."

     

    Of course, permission will be given to many legitimate uses (still have to ask, though!) But there is indeed a growing commercial sector that is abusing the MAME name to make claims that aren't true without violating the law ("Play 1000s of arcade games!" -- yeah right, show me your license for that), and quite frankly, many of the MAME team members are as against that as Mr. Foley is.

     

    We'll be announcing more details shortly, but the most likely end result is going to be: if you want to use the MAME name, you've got to get rid of your illegal ROM links, your information on how to buy/download illegal ROMs, and your claims that anything you sell will let you play 100s or 1000s of games (unless you've legitimately licensed them).


    Dualis Release 3

    Gryph
    By Gryph,

    Thanks to kevinbro for the heads up. Dualis release 3 has been released. You can download it at the homepage and also check out some new screenshots there. Here is the change log:

     

    2005-03-14

    CPU: Fixed ARM->Thumb changes on LDR

    CPU: Fixed SP-relative Thumb stores

    GPU: OBJs with the "OBJ disable" bit set are not rendered anymore

    GPU: Fixed some OBJ clipping issues

    GPU: OBJs are now checked for display priority relative to BGs

    GPU: Added optional Direct3D rendering (D3D8)

    GUI: Made touchscreen IPC address selectable (Memory tab)

    GUI: The Run, Pause, and Reset keyboard shortcuts now work even when the video output window has focus

     

    >> Official Homepage: http://dualis.1emulation.com/


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