Jump to content

    Mame v0.95u2

    James
    By James,

    http://haze.mameworld.info/

     

    0.95u2

    ------

     

    Incredible Tech. 8-bit update [Aaron Giles]

    * added extensive documentation on all the various PCB layouts

    * reorganized drivers to match PCB information

    * fixed paging/flicker problems in Poker Dice/Dyno Bop

    * fixed lack of announcer voices in Rim Rockin' Basketball (rimrockn057gre)

    * fixed P3/P4 controls in Rim Rockin' Basketball

    * added "behind the beam" updating for Super Strike Bowling

    * redid Slick Shot input to use a crosshair for starting point and trackball

    movement for velocity

    * hooked up inputs for Dyno Bop/Super Strike Bowling, which are now somewhat

    playable

    * rewrote blitter implementation to be much simpler (no more macros)

    * measured and implemented accurate blitter timing (fixes some speed

    problems)

    * cleaned up TMS34061 implementation to remove dirty pixel tracking

    * fixed scanline computations in TMS34061 code

    * updated Capcom Bowling driver as well to handle TMS34061 changes

     

    Sega ST-V update [Angelo Salese]

    * Fixed Batman Forever rom loading,now the game works,thanks to Runik to point this out.

    * Fixed some interrupt issues because the old implementation was giving several hangs

      on the above game.To be more specific added the sprite draw end irq to the INTERRUPT_GEN

      structure & fixed a bug which prevented the vblank bit to not be cleared if the irq mask

      has the VBLANK-IN disactivated.

    * Fixed the NMI_disable/enable cmds on the SMPC device,his function is to active/disactive

      a bit in the SMPC ram.This fixes the "2 credits bug at start-up" in Shanghai Triple Threat.

    * Fixed a bug in the bitmap type 4 in VDP2 handling,which was causing the Sunsoft logo in

      Shanghai Triple Threat to not show correctly.

     

    Removed hack from Ghox controls so it acts like real PCB [Corrado Tomaselli]

     

    Attempted to fix crash in Crackdown [David Haywood]

     

    Misc Patch [Nathan Woods]

    src/cpu/m6502/m6502.c:

    src/cpu/m6502/m6502.h:

    src/cpu/m6502/ops02.h:

        - Added a hook that allows drivers to override the indexed

    addressing mode (there is a certain system on the MESS side that does

    some very ugly tricks to change the behavior of this mode)

     

    src/machine/6821pia.c:

        - PIA fix

     

    Fixed error introduced in Splash when Funny Strip gfx were fixed [Pierpaolo Prazzoli]

     

    Improved SSlam audio MCU sim [Quench]

     

    SN76496 improvements [sebastien Chevalier]

     

    Megaplay dipswitch fix [barry Rodewald]

     

    Improved gamelist.txt generation code [buddabing, Atari Ace]

     

    Changed way in which MCU kludge/hack works in armedf driver [sebastien Chevalier]

     

    mayjisn2 input fix [WING]

     

    New Games / Clones supported or promoted from GAME_NOT_WORKING status:

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

     

    Up Your Alley [Aaron Giles]

    Dr. Tomy [Pierpaolo Prazzoli]

    Snapper [Aaron Giles, Simon White]

    Pocket Gal Deluxe (bootleg) [David Haywood]

    Batman Forever [Angelo Salese, Runik]

     

    clones

    ------

     

    Wally wo Sagase! (Rev. :P [Chack'n]

    DD. Crew (Japan, 2 Player) [Chack'n]

    Aurail (Japan) [Chack'n]

    Trio the Punch (World) [Roberto Gandola]

    Simpsons (4 Player alt) [Chris Hardy]

     

    New games marked as GAME_NOT_WORKING

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

     

    Comad World Beach Ball Championship 1997  (skeleton driver)

    Monster World  (different memory map etc. to speed spin)

    Peno Cup  (maybe wrong title, corrupt rom data)

     

    Panic Road [Tomasz Slanina]  (encrypted gfx, like mustache boy?)

     

    D.D Crew (3 Player, World) [Chris Hardy] (hangs when you select character, needs investigation)


    ZSNES WIP 4/04/05

    Agozer
    By Agozer,

    ZSNES 4/4 WIP is now available at Ipher's WIP Site

     

    Note: Netplay does not work in this build. Also, there are known GFX issues for this build, so do not report them.

     

    Whats New:

     

    4/04/05

    ALL: Major framerate improvement when using new graphics engine [pagefault]

    ALL: Sets % to execute like the ASM used to. [grinvader]

    ALL: Pass some more tests on the test cart [pagefault]

    ALL: Adjusted openbus behaviour of registers, this is a WIP so bleh [pagefault]

    ALL: Added detection code for MMX2 [pagefault]

    ALL: Fixed a logic bug in windowing/transparency code (Bug #24) [pagefault]

    ALL: Check extended CPUID for MMX extensions on Athlon (pre XP) processors [pagefault]

    ALL: Added pause and frame increment buttons [Nach, ipher]

    ALL: Key combo issues for P5 fixed [grinvader, ipher]

    ALL: Fixed Mode 4 rendering (TG3K and DKC3 are among those that were affected). [pagefault]

    ALL: Updated BG scroll latch behaviour. [pagefault]

    ALL: Fixed windowing bugs. [pagefault]

    ALL: Fixed sprite and subscreen logic. [pagefault]

    ALL: Loop count fix. [grinvader]

    ALL: Updated commandline parameters; added movie options, merged between ports. [Nach]

    SDL: Fixed logic in home path. [Nach]

    SDL: Fixed NTSC timer. [pagefault]

    SA1: Improved the core. [pagefault]

    DSP4: More optimizations, fixed attractor (thanks Mr. Anonymous) [Nach]

    GUI: Text within boxes in the Netplay window now have shadows. Cursor shadow still to come! [ipher]

    GUI: Some menues cleaned up/reorganized. [ipher]

    JMA: Fixed some bugs in decompression. Improved performance. Lower memory requirements. Support for JMA v1 files. [Nach]

    ZMV: Improved format with compression and info stored. Can now rerecord via save states or rewind. Can add and seek chapters. Can show frame count. Multiple start methods. Can record reset in a movie. Brought back our old desynability from v0.9xx. [Nach, grinvader, ipher]

    ZMV: Subtitles handled better. [Nach]

    ZST: Old save states working again. [Nach]

    SRC: No return statement in the middle of a function! [pagefault]

    SRC: Started porting memmap code to C [grinvader]

    SRC: Layed out ground work to make memmap code easier to read and work with. [Nach]

    SRC: Call NASM.EXE instead of NASMW.EXE, for all MS builds. [Nach]


    Dualis Release 6!

    Alpha
    By Alpha,

    Sorry for the delay on this, just got back home today.

     

    2005-04-02

    CPU: Minor optimizations on the Thumb hireg operations

    CPU: Optimized the instruction dispatchers a bit

    GPU: Added support for modes 3-5

    GPU: Fixed alpha-blending with more than 2 layers specified in BLDCNT

    GPU: Fixed alpha-blending of 16-color text BGs

    GUI: Added support for.nds files (only ARM9 code is loaded)

    GUI: Fixed a bug where toggling the "Enable layer" checkboxes would change the selected renderer

    GUI: The palette viewer now supports editing individual colorsp

    »» http://dualis.1emulation.com/

    »» Dualis Official Forum


    DSEmu v0.0.3a Released!

    Alpha
    By Alpha,
    Large modifications demand a number change, so welcome to version 0.0.3. Firstly some relatively minor things. I changed the MMU to actually register waitstates with the clock, instead of just adding them to some useless variable; you should notice a little speedup. Also, I've modified the way SWI waits are handled, so they require acknowledgement before they can continue.

     

    Moving up, I've moved the child window creation and handling from the main executable into the seperate DLLs. It was getting ridiculously unwieldy, and starting to clutter up the DLL vTable with entries that could be removed with a small redesign. There may still be a few bugs with the new child window handling; if you come across any, do let me know.

     

    Some of you have commented that the emu has purported to load.NDS files for some time, without actually being able to interpret the header structure. Well, now the DS core can load the seperate CPU executables into their right places and start executing them. I'll leave you to see what loading two binaries means, but just note; it's bugged to high heck, and is unlikely to work in almost all cases.

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

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


Portal by DevFuse · Based on IP.Board Portal by IPS
×
×
  • Create New...