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Mame v0.94u2,u3

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 !

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

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:
2005-03-14CPU: 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/
MEKA WIP 3/12/05

MEKA, the Sega Master System emulator, has been making some progress, this progress only affects the Windows build at the moment, but here's what's new.
- In SMS mode, fixed color filling when VDP rendering is disabled. Previously disabled parts where filled with black, instead of the current border color. No commercial game exhibited the problem. Chris Cowell's port of Aleste 2 from GG to SMS did.- Tile viewer now display tile starting address.
- Tile viewer now update information while mouse hovering.
- When used in the interface, analog peripherals supported by the mouse now only perform their action if the mouse has focus on the game window. This prevent accidental in-game shooting when using tools or debugging. Of course, you should not use the interface if you only intend to play.