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Mame v0.95 Released
http://www.mame.net/downmain.html
0.95----
Changes from Aaron Giles
------------------------
Sound rewrite crash fixes
* fixed crash in garyoret
* fixed crash in system18.c bootlegs
* fixed crash in konamigt
* fixed crash in scion
* fixed crash in double dribble
* fixed crash in iron horse
CPUs tagged as audio CPUs are no longer disabled when sound is turned off.
Changes from Nicola Salmoria
----------------------------
Sega Updates
- decrypted and added aurailj. the program roms are bad however so it doesn't work
- the Altered Beast sets were a mess. Some of them were using the wrong version of
the gfx ROMs (that's why they had to be loaded in a strange way) Should be correct now.
- bayrout1 is the us version not world
- wally1 is revision B
- added a few keys with NO_DUMP
- more fixes to descriptions and ROM names
Changes from Pierpaolo Prazzoli
-------------------------------
added sound to Excelsior
fixed title screen glitch in Super Slam
fixed sprite bug in Buccaneers
fixed crash in new Bull Fighter set
added proper PROM decoding for Ring King (Woodplace license)
fixed cocktail mode in Calorie Kun
fixed ufosensi093u3gra and ufosensi093gre
Changes from R.Belmont
----------------------
- Moved actual CD-ROM and harddisk device emulation out of am53cf96.c to new scsicd.c
and scsihd.c files.
- AM53cf96.c is now fully configurable: you can have any combination of up to 7 CD-ROMs
and/or harddisks attached to the emulated SCSI bus and specify what each one's SCSI ID
is.
- CD-ROM emulation expanded to support more SCSI commands and bugfix some existing ones.
- Changed konamigv and konamigq drivers to support the new 53cf96 configuration system.
Added -extractcd to convert CHD-CDs back into CDRDAO
.bin/.toc images.
Other Changes
-------------
Improvements to Best League [Angelo Salese]
Corrected XX mission dips [brian Troha]
Verified Simpsons sound chip frequency against real board [Chris Hardy]
Added 24-bit cheat finding support [Thorwak]
MESS specific sndintrf update [Nathan Woods]
Fixed Buccaneers sound frequency [Corrado Tomaselli]
New Games / Clones supported or promoted from GAME_NOT_WORKING status:
----------------------------------------------------------------------
Demons & Dragons (prototype) [Frank Palazzolo] (no sound)
Ghost Hunter [Pierpaolo Prazzoli]
Tut's Tomb [Pierpaolo Prazzoli]
MegaPlay: Streets of Rage 2 [Guru] (may crash due to poor genesis emulation)
MegaPlay: Biohazard Battle [Guru]
Nagano Winter Olympics '98 (GX720 EAA) [R.Belmont]
clones
------
Hex Pool [brian Troha]
Hook (Japan) [Corrado Tomaselli]
Puzzle Club (set 2) [Corrado Tommaselli]
Big Kong [Tom Girardot, Joe Magiera]
Sunset Riders (Ver ADD) [Razoola]
New games marked as GAME_NOT_WORKING
------------------------------------
Pinball Action (set 3, encrypted?) (seems to be encrypted, segacrpt?)
Dualis Release 4!
ALL: IRQs must now be acknowledged before they can occur againCPU: Added emultaion of the IntrWait and VBlankIntrWait SWIs
CPU: SWI 0xFF (0xFF0000 in ARM mode) outputs the string pointed to by R0 to the debug console
MMU: Small optimizations on some of the load/store functions
GUI: Added a disassembler, memory viewer and debug console
GUI: Improved the palette viewer
GUI: If a filename is given on the commandline, the emulator will try to load and run the file
GUI: Added keyboard shortcuts for most of the menu selections
GUI: You can now start a binary by drag-dropping it onto the main window
DSEmu v0.0.2e Released!
That was fast hehe.. thanks to Two9A for the direct news.
So it turns out I had a pretty poor implementation of touchscreen, in that it only picked up the coordinate values when I clicked the button. I've changed it to work by catching mouse-move messages as well as mouse-button messages, and now the outputs of both David Rorex's first demo and his Minesweeper are much better. The issue still remains that the touchscreen isn't calibrated, though; that means the position of the touch is offset from the position of the cursor. I'm not sure how to fix that.
In other news, the DS palette viewer is now complete. You can see background and OBJ palettes, from both GPU cores. I'm hoping to pick up a configuration editor dialog from somewhere soon, so you can all finally change your key mappings with ease.
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DSemu v0.0.2d Released!
I apologize were a little late on this. I don't know what happened.. but somehow we missed 3 releases.
I said I'd keep looking at the core, and I did. I ended up finding the major error relating to the jump-to-0 bug. I suspected that it was to do with the stack getting corrupted somehow, and with some good debugging help from various sources, I tracked it down to the stack pointer getting changed. It turns out that Thumb ADDSP-imm has a reciprocal mode, SUBSP-imm, encoded by the same first byte. Fix that, and suddenly nothing jumps to 0 anymore. Mind you, it's still the case that nothing works.
Elsewhere, I've noticed that when the emulator is put into animated scanline mode, the output screen starts flashing like a madman. It's because the MMX word-flip operation to turn the colours the right way up gets applied every scanline, to the same buffer as its previous output. After adding yet another output buffer, the screen no longer flashes in a psychedelic manner.
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