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    Mame 0.89 Released !

    James
    By James,

    http://www.mame.net/downmain.html

     

    0.89

    ----

     

    General Improvements

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

     

     

    Misc. Sega Improvements

    Improved inputs in DDCrew, all 4 players can now be used, although only

    the service coin works. [David Haywood]

     

    Hooked up Nitro button in Turbo Outrun [smf]

     

    Improved GPRider Sound [R.Belmont]

     

    Fixed Cotton, Turbo Outrun filenames [deadscreem]

     

    Fixed Thunderblade filenames

     

    Namco System 1 update [Nicola Salmoria]

     

    - added a new function tilemap_draw_primask(). This takes an additional

    parameter, which is ANDed with the contents of priority_bitmap before ORing

    it with the specified priority. Essentially, the old tilemap_draw() is

    equivalent to tilemap_draw_pribuffer(..., 0xff). The two should probably be

    unified. This new handling of priority_bitmap allows a more intuitive

    handling of pdrawgfx(), and more layers to be used (up to 31, instead of

    just 5 - Namco S1 needed 8).

    NOTE: to implement this change, I had to disable the asm optimized routines

    PDT16 and PDO16 in windows/oslinline.h. If they are useful for performance,

    they should be updated and reenabled.

     

    - fixed sprite handling and removed all the nonsense hacks from the video

    update

    - made sprite/tilemap priorities orthogonal (not sure if it was needed).

    - also updated System 86 (which uses the same sprite hardware) to the latest

    code. Curiously, this introduces sprite/sprite priority issues in Wonder

    Momo. I'm puzzled by this.

    - vastly improved the key custom emulation, shrinking it down to three basic

    types. This also fixed issues with pistoldm (e.g. bomb explosions, and other

    random events).

    - pistoldm061yel

    - fixed DAC sounds in berabohm and faceoff, two sounds at the same time were

    causing severe slowdowns.

    - fixed Namco logo in Dangerous Seed

    - cleaned up input ports, using PORT_INCLUDE

    - found some more debug dip switches

    - dspirit061gre

    - added support for visibility window, this fixes countless issues with

    partial video updates and the intro of Rompers

    - namcosx36rc2gre

    - fixed berabohm inputs

    - better ROM loading, closer to the hardware (though it uses more memory)

    - toggling the test mode dip switch is enough to enter test mode - no need

    to reset

    - removed the galaga88 set: it was a hacked version removing the key custom

    checks and disabling ROM checksum tests

    - cleaned up the CUS30 wavedata/sound command/RAM interface, put it all in a

    single function

    - splatter061gre: I don't think this is a bug

    - splatter061gre2: I don't think this is a bug, just dark brown would look

    black on an arcade monitor

    - splatter061gre3: please verify if this still applies / I don't think it is

    a bug

    - splatter061gre4: please verify if this still applies

    - namcos1c070u5gre: I don't think this is a bug, attract mode plays back a

    few seconds from the last game played. In bootup, there is no previous game,

    so no demo play. I agree it's awkward, though.

     

     

    Discrete Sound Update [Derrick Renaud]

    Discrete Sound Changes

    ======================

    * Modified Discrete core node inputs to use pointers to the data, instead of

    moving the data into the inputs at each step.  This speeds up discrete emulation.

    * modified all current modules and drivers to use new code.

     

     

    New Discrete Modules Added

    ==========================

    * DISCRETE_555_ASTABL has been modified to remove control voltage support.

      DISCRETE_555_ASTABL_CV has been added if control voltage is used.

     

     

    Game Driver Changes

    ===================

    * frogs-  Removed discrete tongue sound for now.  Added sample support.

    The buzz sound of flys is constant because it can't be emulated properly until

    full discrete support is added.  Samples are from the ones posted by Twisty.

     

     

     

    New Non-Working games / clones supported

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

     

    Super Masters Golf [Phil Bennett, Chris Hardy, David Haywood]

    controls not hooked up yet

     

    Hyper Crash

    preliminary, not investigated much yet

     

    Super Monaco GP (2 new sets, Japan and US, without logos) [Charles MacDonald, David Haywood]

    same problems as the other sets (lack of controls)

     

     

    0.88u7

    ------

     

    General Improvements

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

     

    Many improvements to Sega System Pre16,16a,16b,18 drivers [Aaron Giles]

    Drivers cleaned up

     

    Most known video issues are now fixed

    Alien Storm, DDCrew, Clutch Hitter, Laser Ghost, Cotton and

    many others have greatly improved video.

     

    Alien Storm is fully playable

     

    DD Crew is fully playable but requires inputs to be fixed

      (currently only service coin and controls for 1 player work)

     

    Laser Ghost would probably be playable if the controls were

    correctly hooked up

     

    Moonwalker requires improvements to the MCU emulation

     

    We will now accept bug reports at Mametesters.org for any games

    running on the following drivers

      segas16a.c, segas16b.c, segas18.c

    Most of the bootlegs are still running on system16.c, please do

    not report bugs for these, nor for outrun or afterburner hardware.

     

     

    More Sega sets decrypted [Chris Hardy]

    mvpj, dcclubfd etc.

     

    Cleanups in bublbobl driver [Curt Coder]

     

    M6803 Patch [Nathan Woods]

    src/cpu/m6800/m6800.h:

    src/cpu/m6800/m6800.c:

    - Modified M6803 CPU core to use an internal memory map

     

    Fixed colours in Super Stingray with new proms [Pierpaolo Prazzoli]

     

    Improved sample support for rockola driver [Mame32Plus]

     

    New Clones supported or promoted from GAME_NOT_WORKING status:

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

     

    M.V.P (Japan) [Various, see sega update notes]

    Dynamic Country Club (US, Encrypted, Floppy Disk) [Various, see sega update notes]

    Vanguard (Japan) [Mame32Plus]

     

    New Non-Working games / clones supported

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

     

    Wizz Quiz (Konami) [Pierpaolo Prazzoli]

    bad program rom

     

    Several Sega S16 sets

     

     

    0.88u6

    ------

     

    General Improvements

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

     

    More Sega S16 improvements [Aaron Giles]

    video improvements, cotton title screen looks better but game

    currently suffers from other issues

     

    Further improvements to S16 decryption code [Nicola Salmoria]

     

    Support for Extra Effects in Taito F2 driver [bryan McPhail]

    Transparent sun in 1st level of Metal Black.

    Special effect on Metal Black level 5 boss who slides in under the bottom

    tilemap.

    All known effects in Gun Frontier (see the attract mode).

    The highlight effect in Quiz Crayon 2 map.

     

    The update also provides full 5 tilemap layer priority support in Metal

    Black (was previously 4 due to pdrawgfx limitation), and fixes priority

    problems in Ninja Kids (ninjak058gre).

     

    Improved sound in ring rage [Pierpaolo Prazzoli]

     

    Minor MESS specific patch [Nathan Woods]

     

    Fixed tinklepit p2 input [Pierpaolo Prazzoli]

     

    PPmast93 driver cleanups [Pierpaolo Prazzoli]

     

     

    New Non-Working games / clones supported

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

     

    Bullet

    MVP (Japan)

    not decrypted

     

     

    0.88u5

    ------

     

    General Improvements

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

     

    Added flower proms (not used yet)

     

    New Debugger Improvement [Aaron Giles]

    Improved the drawing code on the Windows side so that the background color changes

    align properly (mostly noticeable when using the cursor in the memory view).

     

    Another jalmah.c update [Angelo Salese]

     

    Fixed some filenames in track and field & scramble drivers [shinobiZ]

     

    Fixed hyperstone compile error [brad Oliver]

     

    i8x51 cpu core [steve Ellenoff]

     

    SCU DSP update [Angelo Salese]

     

    Various Sega S16 decryption improvements [Nicola Salmoria, Charles MacDonald]

    several more cpus read, improvements to decryption made based on those

     

    Sega S16 driver updates [Aaron Giles]

    some bits better, some bits worse for now

     

     

    New Clones supported or promoted from GAME_NOT_WORKING status:

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

     

    Title Fight (US)

    Plotting (set 2) [Pierpaolo Prazzoli]

    WWF Wrestlefest (bootleg) [Pierpaolo Prazzoli]

    Tiger Road (bootleg) [Pierpaolo Prazzoli]

     

    New Non-Working games / clones supported

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

     

    GP Rider

    Turbo Outrun (upgrade kit)

    Super Monaco GP

    decrypted (thanks to Charles MacDonald) but still have many issues

     

     

    0.88u4

    ------

     

    General Improvements

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

     

    Fixed Sprint2 watchdog issues [stefan Jokisch]

     

    Fixed nmg5.c crash [Pierpaolo Prazzoli]

     

    Fixed nitrobal inputs [sonikos]

     

    Jalmah.c updates [Angelo Salese]

    Fixed various stuff with the protection in the first version of this HW.This includes

    perfect color protection emulation,preliminary sound & preliminary tile transfer emulation

     

    Various Sega system 16/18 updates (moonwalker decryption keys etc.) [Chris Hardy]

    * note moonwalker needs a cpu core for the mcu (i8051 core?) before it will work

     

    Fixed a bug in the fd1094dp.c and fd1094.c decryption to allow for cotton to be decrypted [Nicola Salmoria]

     

    Added other hyperstone models, converted vamphalf driver to use 16-bit version [Pierpaolo Prazzoli]

     

     

    Discrete Sound Update [Derrick Renaud]

     

    Discrete Sound Changes

    ======================

    * Removed the memory mapping system from the discrete inputs.  It served no

    purpose and was never functional.  It only added a layer of confusion to the

    code by forcing it's use on all current drivers that do not need it.  If

    memory mapped inputs are needed in the future (not likely), then they can be

    added with a DISCRETE_INPUT_MAP function.

    * Now the discrete inputs are written to by their node name only.

      eg: discrete_sound_w(NODE_xx, data)

    * DISCRETE_INPUT and DISCRETE_INPUTX have been removed in favour of new

    easier to use input modules.

    * modified all current drivers to use new code.

    * moved discrete sound code from drivers and put in sndhrdw\

     

    New Discrete Modules Added

    ==========================

    * DISCRETE_INPUT_DATA(node)  - accepts 8-bit data from discrete_sound_w.

    Output at reset is 0.

    * DISCRETE_INPUT_LOGIC(node) - 0 if data=0; 1 if data=!0.  Output at reset

    is 0.

    * DISCRETE_INPUT_NOT(node)  - 0 if data=!0; 1 if data=0.  Output at reset

    is 1.

     

    * DISCRETE_INPUTX_DATA(node, gain, offset, init)

    * DISCRETE_INPUTX_LOGIC(node, gain, offset, init)

    * DISCRETE_INPUTX_NOT(node, gain, offset, init)

                                  - same as above, but will modify the output by the

                                    given GAIN and OFFSET.  At reset the output will

                                    be INIT modified by GAIN and OFFSET.

     

    Game Driver Changes

    ===================

    * skydiver -  added proper watchdog.  Merged memory map and added proper

    mirroring.  Fixed coin input bug skydiver078u3yel.  It's not a 100% accurate

    fix, but will work until I get the exact interrupt time.  The current

    interrupt time was 100% off.  It is now less then 25% off.  ;)

     

     

     

     

     

    Windows Debugger Updates

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

     

    Fixed some compile errors [Nathan Woods]

     

    Misc updates [Aaron Giles]

    * Added a "PC" register to the I386 core so that it should work in the new debugger

    * Cleaned up stepping code

    * Now refresh the display and all debugger windows after each step while stepping

    * When running with the debugger window open (F5 or 'go'), now update the debugger views

    4 times per second

    * Can now break into the debugger even if you are focused on a debugger window

    * Memory/disasm windows now come up with the currently active CPU selected by default

    * added a new command: focus <cpunum>, which is equivalent to ignoring all

    other CPUs

    * changed ignore and observe to support multiple parameters so you can say "ignore 2,3,4"

    * changed ignore so that you are not allowed to ignore the last CPU

    * fixed ignore behavior so that other CPUs are truly ignored

    * fixed register window so that change hilights are maintained during scrolling and updates

    * changed debug memory accessors so they don't log on invalid memory accesses

    * tweaked the help text to indicate that help <command> works

    * added a new text attribute DCA_CURRENT, which is separate from DCA_SELECTED -- the main

    visible difference is that the memory view editing cursor is now hilighted red instead of

    yellow

     

    In-line memory editing is now supported. To do this, I added a generic

    cursor concept to the view system. Each view can handle it however they

    want. Right now only the memory view supports a cursor. [Aaron Giles]

     

    Click in the memory view to place the cursor. Type over nibbles with 0-F, or

    use the arrow keys to navigate around. Tab cycles between the edit box and

    the memory editor. [Aaron Giles]

     

    updated psx core to show more registers [smf]

     

     

     

     

    New Games supported or promoted from GAME_NOT_WORKING status:

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

     

    Woodpecker [Tomasz Slanina, Pierpaolo Prazzoli]

     

    Max-A-Flex driver [Mariusz Wojcieszek]

    Astro Chase (Max-A-Flex)

    Bristles (Max-A-Flex)

    Flip & Flop (Max-A-Flex)

    Boulder Dash (Max-A-Flex)

     

    Cotton [Chris Hardy, Lodewijk, Asure, Nicola Salmoria, David Haywood]

    many gfx problems, no sound yet

     

     

    New Clones supported or promoted from GAME_NOT_WORKING status:

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

     

    Jr Pacman (bootleg on pengo hw) [smf]

    Shinobi (set 3, 317-0049) [Chris Hardy]

     

    New Non-Working games / clones supported

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

     

    Raiden Fighters Jet (US SPI, Asia SPI)

    incomplete tile/sprite decryption

     

    Twin Squash

    protection issues

     

    Wonderboy 3, System 16a [Chris Hardy]

    incomplete s16a emulation

     

     

    0.88u3

    ------

     

    General Improvements

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

     

    More FD1094 improvements, a program to produce the key tables from dumped state data

    is now included as etc/fd1094dp.c, please note the key table format has changed

    slightly to reflect some new findings [Nicola Salmoria]

     

    Various fixes to prevent crashes in X86-64 compiles [Hans de Goede]

     

    Misc Fixes [Nathan Woods]

    src/cpuintrf.c:

    src/cpuintrf.h:

        - Adds a MESS specific CPU core

     

    src/inptport.c:

        - Fixed a few input group declarations on MESS specific input types

     

    src/sound/astrocde.c:

        - Moved some variable declarations to the tops of their respective groups.

     

    Converted mermaid.c to tilemaps [Curt Coder]

    * Mermaid

    drivers/mermaid.c

    vidhrdw/mermaid.c

     

    - tilemap conversion

    - cleaned up driver

    - merged memory map

    - removed fake input port

     

    Improvements to the Liberator driver, correct proms now used [Aaron Giles]

     

    Fixed addc, subc, mulu, muls in Hyperstone Core [Tomasz Slanina]

    (fixes title screen objects in suplup, and bullets in misncrft)

     

    Hyperstone updates [Pierpaolo Prazzoli]

    - Fixed software opcodes when used as delay instructions

    - Added nested delays

     

    Improvements to SPI decryption [Ville Linde]

     

    Jr Pacman driver cleanups [Aaron Giles]

     

    New Windows based debugger [Aaron Giles] 

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

     

    Note: The new debugger is enabled as the default debugger for the next few u

    releases (in a debug build only) to allow feedback, it can be disabled by

    changing the makefile

     

    (description of 1st update)

     

    There are some new behaviors and new ways of doing things you should be

    aware of. By default the debugger no longer "auto hides". This was a remnant

    of the way the old debugger worked that I have gotten rid of. If you want to

    hide all the debugger windows, just close the "main" debug window. It will

    return if you break in the debugger at a future time.

     

    The "main" window has four panes: a register list on the left, a disassembly

    around the current PC at the top, a console output window in the middle, and

    an input line at the bottom. The input line supports full editing features,

    and you can also use up arrow/down arrow to cycle through recently typed

    commands.

     

    Hitting Enter on a blank line in the console is equivalent to single

    stepping once. You can also do that with F11. To run, either use the "go"

    command or hit F12 (or close the "main" window). To run until the next CPU,

    either use the "next" command or hit F6.

     

    You can bring up multiple independent memory and/or disassembly windows by

    using the Debug menu. Each window can look at a different address space on

    any CPU. You can enter any expression (including those using registers from

    the CPU) into the entry line at the top of these windows in order to specify

    which address to begin displaying at.

     

    I've implemented a number of useful commands in the console. Type "help" to

    navigate the extensive online documentation for a number of examples on how

    to use these features. You can do some really cool stuff now with the

    conditional watchpoints and breakpoints.

     

    This is a work-in-progress, but it's pretty good now (IMHO) and stable for

    common debugging operations. Let me know what you like/dislike about it and

    what sorts of features you feel are still lacking.

     

    (description of 2nd update)

     

    F12 now means "run and hide the debugger". I found this was too useful to

    get rid of entirely.

    F5 just means "run", keeping the debugger visible.

     

    Enabling the debugger now forces window mode and prevents you from switching

    to full screen mode.

     

    (description of 3rd update)

     

    * Added step over/step out functionality. F10 or "over" steps over an

    instruction. Shift+F11 or "out" steps out of a subroutine or exception

    handler. Note that this feature relies on the disassembler to produce some

    flags indicating which instructions which need to be stepped over (generally

    CALLs and TRAPs) and which instructions end a step out search (generally

    RETURNs).

    * Modified the 680x0 and MIPS3 disassemblers to support these features.

    * Changed the disassembly view to back up 3 instructions when resetting

    (that is, the current PC should appear on the 4th line instead of the 1st

    line). This is not perfect, but works pretty well overall and should help

    see the previous couple of instructions when, say, a watchpoint is hit.

    * Improved filtering of keypresses so that they don't leak into the game

    when you are typing in the debugger.

     

     

     

     

    New Games supported or promoted from GAME_NOT_WORKING status:

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

     

    Super Lup Lup Puzzle [Tomasz Slanina, Pierpaolo Prazzoli]

    Mission Craft [Tomasz Slanina, Pierpaolo Prazzoli]

    these now run due to cpu core fixes being made

     

    New Clones supported or promoted from GAME_NOT_WORKING status:

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

     

    Hot Rod (4 player, Japan) [Chris Hardy]

    Meteorites (italian clone of asteroids) [Pierpaolo Prazzoli]

    Liberator (set 2) [Aaron Giles]

    Street Fighter EX Plus (USA, 970407) [brian Troha]

     

     

    New Non-Working games / clones supported

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

     

    Raiden Fighters Jet (Single Board, US) [J. Rodman]

     

    Sega Y-Board skeleton driver

    Galaxy Force 2, Power Drift, G-Loc, Strike Fighter, Rail Chase

    *only* the driver file, no video has been ported yet so nothing works

     

    Woodpecker (2 sets)

     

    Yachtsman

     

     

    0.88u2

     

    General Improvements

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

     

    Further improvements to the FD1094 decryption, this is now almost fully understood,

    additional FD1094 cpus are needed to work out the remaining details.  Keys are now

    stored in the romsets as they should be a close representation of the data stored in

    the FD1094 CPUs [Nicola Salmoria]

     

    Fixed a few things which missed the Namco update in u1 [Phil Stroffolino]

     

    Corrected some rom names in Crowns Golf [shinobiZ]

     

    Corrected some rom names in Pengo [Gerald]

     

    Improvements in Mighty Warriors Driver [Pierpaolo Prazzoli]

    Added sprites buffer which fixed the "invisible" sprites

    Fixed text tilemap scrollx offset

    Haze added palette brightness

     

    Improvements to Twin Brats [Pierpaolo Prazzoli]

    Fixed sound banking

    Changed service switch button

    Changed visible area

    Merged memory map

     

    Moved gamename prefixes to end in pc10, nss and megatech [Aaron Giles]

     

    Fixed Joystick Axis problem [Aaron Giles]

     

    Discrete Sound Improvements [Derrick Renaud]

     

    Discrete Sound Changes

    ======================

    * DISCRETE_555_ASTABLE - added option to use quick charge diode (will be

    needed for frogs.)  Added option to disable oscillation if R1 (charge) is out

    of circuit (will be needed by invaders.)

    * DISCRETE_555_CC - modified to discharge cap due to natural losses if there

    is no charging current (needed by frogs.)  This makes it more accurate then

    the current perfect cap that will retain a charge forever.

    * modified all current drivers to use new code.

     

    New Discrete Modules Added

    ==========================

    * DISCRETE_555_MSTABLE - 555 Monostable simulation

     

    Game Driver Changes

    ===================

    * frogs - added sound hooks.  Added discrete "tongue" sound effect.

     

    Fixed bug in discrete code [brad Oliver]

     

    Improvements to Astrocade driver [Frank Palazzolo]

    - Professor Pacman Driver - works but fails 2 self-tests yet

    - Fixed collision detection in all games

    - Added NVRAM handling to robby (and profpac) - still not working

    always but self-tests pass.

    - Fixed bugs in astrocade sound code

    - Switched astrocade sound to stream system

    - Support stereo in wow, robby, gorf, profpac (Sounds great now!!)

    - Leds and coin counters added

    - All activecpu_get_reg() calls from astrocde games have been

      replaced with proper 16-bit Z80 port support through memory system

    - Renamed sndhrdw/astrocde.c to sndhrdw/wow.c since it is game-

    specific

     

    Fixed NMI handling in NEC cores [bryan McPhail]

     

    Cleaned up Twins driver and changed to use V20 [Pierpaolo Prazzoli]

     

    Some hyperstone debugger cleanups [Pierpaolo Prazzoli]

     

    New Games supported or promoted from GAME_NOT_WORKING status:

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

     

    Bonks Adventure [sebastien Volpe]

    some gfx/sound issues

     

    Professor Pacman [Frank Palazzolo]

     

    New Clones supported or promoted from GAME_NOT_WORKING status:

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

     

    Superman (Japan) [Fabrice Arzeno]

     

    Gun Ball [bryan McPhail] *edit - actually i missed this one from driver.c, it'll be in u3

     

    Hot Bubble [David Haywood]

     

    Force Break [Pierpaolo Prazzoli]

     

    New Non-Working games / clones supported

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

     

    Super Lup Lup Puzzle

    hyperstone CPU core bugs

     

    Raiden Fighters Jet

    encrypted gfx

     

    Born to Fight

    gfx emulation problems

     

     

    0.88u1

     

    General Improvements

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

     

    Namco Update [Phil Stroffolino]

    Fixes priority in the NB1 games.

    POSIRQ support for Namco System 2 games no longer requires game-specific hacks.

    Hack for Metal Hawk tile size is no longer needed.

    Screen blanking (window) support added for System 2 hardware.

    Sprite-tilemap orthogonality for System 2 rendering.

     

    Mametesters bugs:

      nebulray066gre (kludge, real behavior not understood)

      namcosx36rc2gre (for system2)

      finehour053gre

      ordyne080u1gre

      rthun237b16gre

     

    i960 fix [R.Belmont, Stephan Cecchinel]

    Fixed errors in atanr and logepr

     

    Improvements to FD1094 emulation [Charles MacDonald, Nicola Salmoria]

    more sets now run (eswatu, fpoint, goldnaxc, cltchitr)

     

    Fixed scroll offset and rain priority in mwarr [Pierpaolo Prazzoli]

     

    Added EEprom support to Steel Force [Pierpaolo Prazzoli]

     

    Misc Fixes [Curt Coder]

    * 1943

    drivers/1943.c

    vidhrdw/1943.c

     

    - Converted to use tilemaps

    - Cleaned up driver

    - Merged memory maps

    - Fixed inputs/dips based on manuals

    - Renamed 1943j to "1943: Midway Kaisen (Japan)"

    - Renamed 1943kai to "1943 Kai: Midway Kaisen (Japan)"

     

    * Gun.Smoke

    drivers/gunsmoke.c

    vidhrdw/gunsmoke.c

     

    - Converted to use tilemaps

    - Cleaned up driver

    - Merged memory maps

    - Fixed inputs/dips based on manuals

    - Removed GUNSMOKE_HACK and fake dips

     

    * Blue Print

    drivers/blueprnt.c

    vidhrdw/blueprnt.c

     

    - fixed clocks per schematic, sound pitch now higher

    - tilemap conversion

    - merged memory maps

    - fixed inputs/dips per manual

    - fixed rom names per schematic

    - clean up

    - correct 2H/4H clocks

     

    * Night Driver

    drivers/nitedrvr.c

    machine/nitedrvr.c

    vidhrdw/nitedrvr.c

     

    - removed gear/track display hack

    - merged memory map

    - fixed clock per schematic

    - added early revision roms info

    - fixed rom names per schematic

    - clean up

     

    * 1942

    drivers/1942.c

    vidhrdw/1942.c

     

    - merged memory maps

    - fixed inputs/dips per manual

     

     

    Confirmed Libble Rabble Custom IO chip numbers [shaun Stephenson]

     

    jalmah.c improvements [Angelo Salese]

    Further improved the first version protection.Now you can boot in

    urashima/mjzoomin/daireika,with wrong colors(data is extracted from MCU

    code) and wrong tilemap positioning(these games uses the RANGE

    register,which needs further investigation).

     

     

    New Games supported or promoted from GAME_NOT_WORKING status:

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

     

    Twin Brats [Pierpaolo Prazzoli]

    incorrect sound banking

     

    B.C. Story [David Haywood]

     

    Clutch Hitter [Charles MacDonald, Nicola Salmoria, David Haywood]

    incomplete sound emulation, some gfx problems

     

    D. D. Crew [Charles MacDonald, Nicola Salmoria, David Haywood]

    incomplete sound emulation, still some serious gfx problems in places

     

    Ping Pong Masters '93 [David Haywood]

    sound not yet emulated

     

    New Clones supported or promoted from GAME_NOT_WORKING status:

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

     

    Flash Point (Japan, Original) [Charles MacDonald, Nicola Salmoria]

     

    Senkyu (set 2) [Fabrice Arzeno]

     

     

    New Non-Working games / clones supported

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

     

    several system18 sets


    Magic Engine 1.0PR3 Released!

    IxI SoNiK IxI
    By IxI SoNiK IxI,

    Magic Engine is a PC-Engine emulator for Windows. (Shareware)

     

    News:

    • new gamepad code, should fix most problems.
       
    • fixed cd-da looping.
       
    • fixed a bug in the load menu that was crashing MagicEngine.
       
    • the cursor is now hidden when playing.
       
    • tiny fixes/improvements here and there.

    » Magic Engine homepage.


    Nostalgia v4.2 beta Released!

    IxI SoNiK IxI
    By IxI SoNiK IxI,

    Nostalgia is an Intellevision emulator for Windows.

     

    News:

    • Added Kaillera network support! Run from the command line with the -k switch, or run from inside Nostalgia.
    • Updated PAUSE code to add visual feedback and extend it to work over Kaillera.
    • Added CHAT to network play. Press F1 to get the chat window.
    • Added the ability to customize other keys, like screenshot, sound enable, etc. Edit controls.cfg to change them. Valid values are found in controls.txt.
    • Fixed the "Ice Trek" bug that prevented you from getting to the last screen.
    • Fixed a series of bugs with the display of moving objects.
       
      Debugger:
    • Fixed a bug that prevented certain games from loading.

    » Nostalgia homepage.


    Raine v0.42 Released!

    IxI SoNiK IxI
    By IxI SoNiK IxI,

    Raine is an Arcade emulator for Windows. It doesn't have as many games supported as Mame, but strives to do them as well as possible.

     

    News:

    • After all this time, I finally took the time to add cps2 emulation to raine. I didn't want to release this version that fast, but since I had left a few bugs in 0.41.3 for air gallet...
      So you get 28 fully playable cps2 games in this version (all the original games, but no clones). Credits for cps2 are going first to cps2 shock for their incredible xor tables, and secondly to mame for releasing their source for that. I only had to patch starscream to make it to handle cps2 encryption and fix a few little details to make raine to emulate cps2 ! Since I was short on time, I didn't try to emulate the video priorities yet, but the surprise is that lots of games are running very well without this emulation !!! Try them by yourself, and you'll see...
      Notice that most cps2 games are big. mvsc for example requires 110 Mb to run, it's not a problem with modern computers, but it's still very big for a raine game !
       
      Except that I fixed the last bugs in air gallet, fixed a buffer overflow in the history.dat handling, and added cheats for all the new cps2 games. Also I improved the sprites decoding in cps1 & cps2 to save some memory, so lots of games require much less memory now.

    » Raine homepage.


Portal by DevFuse · Based on IP.Board Portal by IPS
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