- 8 replies
- 2,406 views
- Add Reply
- 0 replies
- 1,409 views
- Add Reply
- 0 replies
- 2,160 views
- Add Reply
- 46 replies
- 18,451 views
- Add Reply
Mame 0.88 is Released !
http://www.mame.net/downmain.html
0.88 (includes 0.87u5 whatsnew.txt details)
General Improvements
--------------------
Emulation of Sega FD1094 encrypted 68k CPUs, this will allow for significant progress
in the emulation of the remaining encrypted Sega games. Note that we require working
CPUs to extract encryption data from in order to emulate the encrypted titles, see
http://cgfm2.emuviews.com/ for more details. As a result of this code several of the
encrypted games will now boot (astorm, ddcrew, wb3a, wb3b, tetris, ddux, sonicbom etc.)
[Charles MacDonald - extracting data from CPUs,
Nicola Salmoria - decryption code]
Misc fixes from Mame32Plus
ay.diff: add save state support for AY8910 and friends
crbaloon.diff: add music support
darius.diff: adjust FM/ADPCM balance
f3.diff: fix landmakr sound loading
harddriv.diff: fix undersized array causing memory trashing
mario.diff: added save state support
qsound.diff: added save state support
renegade.diff: fixed missing break; in MCU simulation
s16.diff: adjust FM/ADPCM balance
scsp.diff: fixed undersized array causing stack trashing
ssv.diff: fixed hypreac2 sound loading
i960 and model 2 update [R.Belmont, ElSemi]
i960:
- Fixed bug in movl (ElSemi)
model2:
- Removed hotd and lastbrnx hacks, the i960 fix
obsoletes them
- Added port 0 switching, player 2 start works in
several games now (ElSemi)
- Added working timer support, including timer IRQs
- Updated game status listing
Fixed some c99 related compiler issues [Jeff Mitchell, Lawrence Gold]
update to ppmast93 driver, still not playable [David Haywood]
Discrete sound changes [Derrick Renaud]
Discrete Sound Changes
======================
* Continued cleanup of code to make it more readable
New Discrete Modules Added
==========================
* DISCRETE_NOTE - counter circuit used to create tones/music.
* DISCRETE_INTEGRATE - various op amp integration (ramp) circuits.
* DISCRETE_OP_AMP_TRIG_VCA - Did not know what to call this. Basically it
is a programable voltage controlled amp. But uses only an on/off trigger. It
has resistors to select the rise/fall times. Also it is not a true VCA. It
actually adjusts amplitude by clipping more/less off the bottom of the input
signal. But it is a common circuit.
Game Driver Changes
===================
* polaris - complete sound rewrite to use new component value code. Hooked up
watchdog timer.
New watchdog functionality [Derrick Renaud]
Game Driver Changes
===================
* dominos, sprint1, sprint2, dragrace, canyon, nitedrvr - added watchdog and
set to proper time using new MDRV_WATCHDOG_VBLANK_INIT function.
* firetrk, montecar, superbug, pacman, polaris - changed watchdog to proper
time using new MDRV_WATCHDOG_VBLANK_INIT function.
* galpania, galpanib - changed to MDRV_WATCHDOG_VBLANK_INIT because these
games need watchdog init at game start.
Core Changes
============
Changed watchdog to allow it to start at machine run start. If not used, the
previous watchdog functionality is retained. Only define 1 of the 2 watchdogs
per game. If both are defined then MDRV_WATCHDOG_VBLANK_INIT will be used
only.
* MDRV_WATCHDOG_VBLANK_INIT(watch_count)- Initializes the watchdog in
MACHINE_DRIVER_. watch_count is the # of vertical blanking intervals before a
forced reset. If the time is unkown then you can use these defaults:
DEFAULT_60HZ_3S_VBLANK_WATCHDOG or DEFAULT_30HZ_3S_VBLANK_WATCHDOG
* MDRV_WATCHDOG_TIME_INIT(time)- Initializes the watchdog in MACHINE_DRIVER_.
time is the time in seconds before a forced reset.
New function to enable/disable the watchdog in game.
watchdog_enable(0 or 1) - used to 0=disable or !0=enable.
Made a macro that calculates the pulse time of a 74LS122 or LS123.
TIME_OF_74LS123(r,c)
r is in Ohms. c is in Farads.
c must be greater then 1000pF to use this function
Added runtime option to disable validity checks [Derrick Renaud]
Added run time option:
-[no]skip_validitychecks
Forces MAME to skip doing the code validity checks. The default is
OFF (-noskip_validitychecks).
This new option will default to doing the test and force you to confirm you
do not want to use it. This way users can test their submissions easily and
then speed things up when confirmed ok.
NOTE: DO NOT disable the checks when submitting code
Fixed voodoo code broken by cleanup in u3 [Aaron Giles]
Fixed qdrmfgp broken by cleanup in u3 [Olivier Galibert]
Fixed cut and paste error in chdman [René Single]
Fixed mayday inputs [stefan Jokisch]
Fixed Puzzle Club dips [brian Troha]
Input Port System Update [Aaron Giles]
PORT_INCLUDE() works the same as before.
PORT_MODIFY("tag") allows you to modify any given input port by specifying
its tag.
Any PORT_BIT() entries that you put after a PORT_MODIFY will nuke any
matching entries in the previous definition, allowing you to overwrite them
with new stuff.
I also added a few new functions:
readinputportbytag_safe() takes a tag and a default value. If the tag is not
found, the default value is returned.
port_tag_to_handler8()
port_tag_to_handler16()
port_tag_to_handler32() -- these 3 new functions take a tag string, find the
input port, and return the appropriate handler. They can be used in AM_READ,
so instead of:
AM_RANGE(0x00, 0x00) AM_READ(input_port_1_r)
You can use
AM_RANGE(0x00, 0x00) AM_READ(port_tag_to_handler8("MyPortName"))
I've modified exidy.c to use these features as a testbed. Let me know if you
see any problems.
Memory system changes / fixes [Aaron Giles]
* added explicit casting to the memory handler width when computing the
shifted data/mask values for read/write handlers -- this should in theory
fix R. Belmont's 64-bit issues
* added memory_install_read/write8/16/32/64_matchmask_handler functions to
allow dynamic installation of match/mask (AM_SPACE-style) memory ranges --
this should satisfy Frank P's request for the astrocade driver
* changed masking behavior for match/mask pairs so that an AM_SPACE with an
AM_MASK does not expand the explicitly-specified mask value -- this should
fix dwidel's problem getting Pac-Man accurate
* changed dynamic bank assignment to always assign a bank if you have
explicitly specified a mask value via AM_MASK -- this should allow mirroring
via AM_MASK if you want to, though AM_MIRROR is still preferred
Fixed OKI banking in Fixeight bootleg [Quench]
More changes [Derrick Renaud]
Game Driver Changes
===================
* firetrk, montecar - added proper CPU clock frequency change when going
in/out of service mode.
Core Changes
============
Fixed some last remaining issues with the new watchdog. The watchdog would
not remain disabled after a watchdog_enable(0) in some conditions.
Added a new function to change CPU clock speed in game. The current scaling
factor will still apply. eg. If you force the CPU to change clock to 1MHz
while the scaling is at 50%, the effective CPU speed will be 500kHz. Then
reading the clock speed will give 1MHz, because clock scaling is transparent
to the driver.
/* Returns the current CPU's actual unscaled running clock speed */
int cpunum_get_clock(int cpunum);
/* Sets the current CPU's clock speed and then adjusts for scaling */
void cpunum_set_clock(int cpunum, int clock);
Fixed some problems in Steel Force [Pierpaolo Prazzoli]
New Games supported or promoted from GAME_NOT_WORKING status:
-------------------------------------------------------------
F1 Grand Prix Star II [brian Troha]
roms redumped
Sonic Boom [Charles MacDonald, Nicola Salmoria]
Mighty Warriors [Pierpaolo Prazzoli]
some sprite problems
Twins [David Haywood]
missing eeprom
Greyhound Selection [Pierpaolo Prazzoli]
BMC Bowling [Tomasz Slanina]
missing music, some wrong gfx
Field Combat [Tomasz Slanina]
bad sprite colours
Gallop Racer 3 [smf]
sound problems
Tank 8 [stefan Jokisch]
New Clones supported or promoted from GAME_NOT_WORKING status:
--------------------------------------------------------------
Tetris (Sega) (2 encrypted sets) [Charles MacDonald, Nicola Salmoria]
Wonderboy 3 (2 encrypted sets) [Charles MacDonald, Nicola Salmoria]
Greyhound trivia (alt questions) [Pierpaolo Prazzoli]
Astro Blaster (version 2a) [Mash]
New Non-Working games / clones supported
----------------------------------------
D.D. Crew [Charles MacDonald, Nicola Salmoria]
some issues with system18 emulation
Dynamite Dux (original) [Charles MacDonald, Nicola Salmoria]
some issues with system16 emulation
BC Story (set 2) [David Haywood]
more protection issues?
Super GX [Mash]
bad rom
Skelagon [Mash]
bad rom
Virtua Formula
same issues as VR
ZSNES WIP 10/24/04
News: ZSNES WIP October 24 Released
* Minor Comment update [ipher]
* FF3u hack no longer discriminates against the Japanese version. [Nach]
* Battery fixes (unforunetly ZSNES is too complex for a full fix right now). [Nach]
* SuperFX2 Updates [pagefault]
get it here.
Time Crisis Series Reviewed!
"People that believe these games to be shallow, too linear, too short or any of the other disparagements they are regularly labelled with are completely missing the point and are playing the game with a completely in-appropriate mindset. They are also probably poor players of this type of game. If you place a coin in a Time Crisis machine and walk away, defeated, 4 minutes later, it isn’t surprising you aren’t seeing the attraction...."
ZiNc 1.0
ZiNc - 3D Arcade EmulatorRelease 1.0 - October 23, 2004
Emulator by The_Author and DynaChicken
1.0 enhancements by R. Belmont and smf
Renderers by Pete Bernert and Lewpy
Sound by Pete Bernert
Namco C7x sound simulator by Cap / Team VivaNonno
=================================================
What's this?
------------
ZiNc is an emulator for various arcade games which ran on
modified Sony PlayStation hardware. It does not emulate
any other games, including other 3D games.
What's it play?
---------------
To see a complete list of supported games, run ZiNc with the "--list-games" parameter.
ZiNc attempts to provide the fullest possible emulation for each of
these games while also running on relatively low-spec PCs. However,
we don't guarantee perfect emulation for any of the games. Sound
and/or music in particular may be incomplete or incorrect for certain
types of games.
ZiNc is not flexible enough to support games with analog controls. As a
result, some games on supported hardware that you may have seen in
MAME (such as Crypt Killer) are not included.
What's new since ZiNc 0.9?
--------------------------
- True ZN decryption instead of ZiNc's old hacks. Some Capcom games may take
a little longer to start up than they did under previous ZiNc versions. This
is completely normal
- Story text in Kikaioh / Tech Romancer now works
- Support for Tecmo TPS, Atlus PS, Raizing/Eighting PS Arcade 95, Konami GV,
and Namco System 12
- Sound simulation for System 11 games, thanks to Team VivaNonno
- Fixed graphics for Tekken and Tekken 2
- MAME-style parent/clone support
- All ROM sets now match MAME 0.87u5 (not a public version)
- CHD support. These may go either in your ROM folder or in a subdirectory
of your ROM folder, the same as MAME
What's wrong with it?
---------------------
Sound is not accurate in System 11 games although the simulator does
an excellent job in many cases.
Game speed is wrong in many System 11 games.
Sound is not accurate in System 12 games.
The external sound board is not supported for the Raizing games,
Cool Boarders, or the Taito FX-1b games.
How to use?
-----------
Put roms in the roms/ dir where the emulator is (or the directory
specified by the --roms-directory switch, see below).
Make sure a cfg/ dir exists.
NOTE: for Linux, it's still best to put the 3 plugins somewhere in your
LD path. E.g. become root, copy them to one of the directories listed
in your /etc/ld.so.conf file (/usr/lib is a reasonable default that
should work on most systems if you can't figure out something better),
run ldconfig, then drop back to being a normal user and run ZiNc.
For the renderer and controller plugins you may use the --renderer=
and --controller= switches as long as you give an absolute path.
Example:./zinc 12 --controller=./libcontrolznc.so.
type zinc --help to get help
type zinc --list-games to see games
type zinc x - where x is a game nr to start game
type zinc by itself to see all the available options.
Options are:
--help shows help
--list-games lists all games supported
--list-sets lists the ROM info for all games supported
--version shows the version info
--verify verifies a ROM set
--use-config-file=<value> gets Zinc config info from the filename specified.
--use-renderer-cfg-file=<value> gets renderer config info from the filename
specified.
A sample renderer config file is provided as "renderer.cfg".
--roms-directory=<value> sets the directory to load ROMs from
--use-sound=<yes|no> def: yes turns sound on/off
--renderer=<value> def: renderer.znc choose renderer to use
--controller=<value> def: controller.znc choose controller plugin
--use-controller-cfg-file=<value> def: N/A gets controller config info from
the specified file. the default
keyboard plugin ignores this.
--sound-filter-enable=<yes|no> def: no turns the sound filter on/off,
provides a quality increase
with a tiny amount more CPU.
--sound-filter-cutoff=<value> def: 22050 sets the filter cutoff
frequency.
--sound-surround-lite-enable=<yes|no> def: no Enables "Lite-Surround". Try
it and listen
--sound-surround_lite-multiplier=<value> def: 40 Adjusts how powerful the
lite-surround is.
--sound-stereo-exciter=<yes|no> def: no enables "stereo exciter" which
widens the stereo image. Try it
and listen
--use-slow-geometry=<yes|no> def: no uses slower but more accurate
geometry calculations. if you see
errors, try this as a fix.
Gallop Racer 3 in particular
benefits from using the "slow"
geometry - the ground breaks up
otherwise.
KEYS:
1 - Start player 1
2 - Start player 2
4 - Test switch (enters test mode in most games)
5 - Coin player 1
6 - Coin player 2
7 - Service switch
Cursor Keys - player 1 directions
A,S,D,Z,X,C - player 1 buttons
B, H, N, M - player 2 directions
U,I,O,J,K,L - player 2 buttons
ESC - exits the emulator
F5 - take a snapshot (may depend on the renderer)
The renderers also make use of the insert/home/pageup/delete/end/pagedown
keys for various functions. These should work approximately the same as
in popular PlayStation emulators.
Troubleshooting
---------------
The first time you run Psychic Force you may go into the test menu.
Select "Factory Defaults" then "Yes" then "Exit". The screen will say
"RESET" and just sit there. Wait a second or two then quit the
emulator and restart it. Psychic Force will then play correctly.
Enjoy and have fun!
© 1997-2004 The_Author and DynaChicken. All Rights reserved.
This emulator may be freely distributed as long as the ROM files are not
included and the executable is not modified in any way.
October 25, 2004
ZiNc 1.0.1 update: This update fixes a crash in "Susume! Taisen Puzzle-dama" on the Windows version, disables two games that weren´t working, adds the US version of Street Fighter EX, removes the obsolete --verify option, and adds a --rotate option for people with rotatable LCD or arcade monitors. Additionally the Linux version will now run on non-Pentium 4 CPUs. The ROM sets have all been synced to the latest MAME 0.88 - thanks to Brian Troha for pointing out the differences.
>> Offical Site
You can also download it from the 1Emulation Download section.