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Mame 0.87u1 is Released !
Yes I know this info is late.
0.87u1
General Improvements
--------------------
Minor Compiler fixes [brad Oliver]
Removed options.color_depth (obsolete anyway) [brad Oliver]
Compiler Fixes for VC [bryan McPhail]
src\drivers\suprgolf.c - C99 fix
src\cpu\m37710\m37710op.h - Fixed warnings under VC
src\cpu\powerpc\ppc.c - Fixed warnings under VC
src\cpu\powerpc\ppc403.c - Fixed warnings under VC
Added default eeprom to Recalhorn to prevent crash [bryan McPhail]
Fixed Mametesters bug sotsugyo069u3gre [bryan McPhail].
sotsugyo: On the result screen (the one that appears when finishing a stage
i.e after the first two trials), zeroes don't appear at all.
Modified tilemap.c so roz and RGB_DIRECT can be used together [Andrew Gardner]
Fixed I/O addresses in Hyperstone and so removed the hack from vamphalf
driver [Pierpaolo Prazzoli]
Yumefuda update (eeprom etc.) [Gondos, Pierpaolo Prazzoli]
fixed some gfx in tmmjprd [Pierpaolo Prazzoli]
i960 updates [R.Belmont]
- Added support for the following opcodes: nor, addc,
subc, atanr, sinr, cosr, tanr, atanrl, logrl, sinrl,
cosrl, and tanrl.
- Added those and some others to the disassembler.
- Added parens for the compiler warning.
- Fixed stt to only store 3 words instead of 4.
- Added logepr and cvtri.
- Fixed cmpr and cmprl - they were comparing garbage
instead of the correct registers.
- Added disassembly for movrl.
- Added scanbit.
- Rewrote flushreg, it was *totally* wrong before.
HOTD now runs, among others.
- Added hack to divo so divide by zero doesn't crash
MAME (some games read back 0 from the not-yet-existing
DSP and do this).
- More disassembler improvements.
- Added NAND, EDIV, SCALER, SCALERL, ROUNDR, ROUNDRL,
EXPRL, MOVRE, and CPYSRE opcodes.
- Fixed some errors in interrupt handling. Solves
corrupt graphics in fvipers and crashes in fvipers,
schamp, and dynamcop.
- Added REMR opcode.
SegaIC24 update [R.Belmont]
Add 32-bit access methods for char and tile RAM.
Grand Champion sound fix [Justin Szczap]
INP changes [barry Rodewald]
Basically, reading/writing analog port data every single time
interpolate_analog_port() isn't a good idea, especially since it's called
every time readinputport() is. I've just moved the analogue port
reading/writing into the for loop, so analogue ports are only read/written
if the port is actually is analogue.
Dynagears dip fix [Derrick Renaud]
ZN1/ZN2 big endian fix [smf]
SPI decryption improvements (for rf2_2k) [Ville Linde]
New Clones supported or promoted from GAME_NOT_WORKING status:
--------------------------------------------------------------
Painted Lady (Splash) (Ver 1.3 US) [Manuel Abadia]
New Non-Working games / clones supported
----------------------------------------
Tatsumi Driver [bryan McPhail]
playable to a degree, but not really working properly
Apache 3
Round Up 5
Cycle Warriors
Incredibly complex hardware! These are all different boards, but share
a similar sprite chip (TZB215 on Apache 3, TZB315 on others). Other
graphics (road, sky, bg/fg layers) all differ between games.
Todo:
Sprite rotation
Finish road layer (Round Up 5)
Implement road layer (Apache 3, Cycle Warriors)
BG layer(s) (Cycle Warriors)
BG layer (Round Up 5) - May be driven by missing VRAM data
Round Up 5 always boots with a coin inserted
Round Up 5 doesn't survive a reset
Dip switches
Various other things..
Sega Model 2 Driver [R.Belmont]
(see model2.c for list of games)
Tilemaps, sound, and inputs working to varying degrees
in various games. Most of the games at least start
up, although some don't and some crash.
NEW Sony PSP Pictures Released!
The Sony PSP is looking outstanding in some new pictures you can find at the link below. So which one do you think will prevail, the Sony PSP or the Nintendo DS? I am going to have to say for now, the Sony PSP may infact steel the show. It's slick and it's what were use too, can you take 2 screens? Imagine an emulator with 2 screens if we think that far down the road which probabaly wouldn't be that long from now. Above you can see the size of the Sony PSP compared to the current handheld consoles out.
The battle has only begun between the two systems.
»» View the NEW Sony PSP Pictures!
Related Links
Mame 0.87 is Released !
http://www.mame.net/downmain.html
0.87
General Improvements:
--------------------
Small update to the Kaneko drivers [sebastien Volpe]
- correct dipswitches for bonkadv
- galpanib protection moved to machine\kaneko16.c, and sandscrp uses it
- merged read/write memory maps for the 3 galpanic sets
Support 16 Joystick buttons [Norix]
8-way input fix for some mappy.c games (grobda, motos, phozon)
These games were set to 4-way input in the previous update. [anonymous]
Various Improvements [Angelo Salese]
vamphalf.c
improvements to vamphalf making it almost playable* it actually
is now playable thanks to further improvements from others (see
below)
yumefuda.c
temporarly patched eeprom check,fixed the graphics bankswitching
& added sound in Yumefuda.I don't have added controls yet so it
isn't playable.
acommand.c
Preliminary driver for Alien Command.Doesn't work yet...
gstriker.c
Very preliminary MCU emulation for World Cup '94.Hangs in
various places since I don't have worked on them yet...
Implements the LEDs in "copsnrob" [stefan Jokisch]
Fixed res_net.h related crash in Strike Bowling [Jarek Burczynski]
Improvements to Paint and Puzzle, game is almost playable [Nicola Salmoria]
Taito F3 Improvements [bryan McPhail]
Recalhorn now up to a playable standard. This game exposed some bugs in the
way the sprite renderer handled the special command bits (ie, the sprite
list jump command occurs _after_ the current sprite has been processed, not
before, plus bankswitch & global positioning flags can be set on the same
sprite - they aren't exclusive, all makes perfect sense from a hardware
point of view). These fixes really should be put into taito_f2 and hybrid
f3 games as well, though I doubt it will make any visual difference.
Command War is playable too, except for the fact a layer doesn't seem to
disappear when in the fighting sequence, and it's offset by 8 pixels in the
movement sequence.
Rohga driver Improvements [bryan McPhail]
Rohga - Despite massive amounts of time spent on writing trojan's to probe
the protection this still isn't complete. The game hangs at the end of
level 5. A quick look at decoprot.c should reveal just how nasty this game
is... Graphics emulation is complete but the priority register never seems
to be written properly (protection?) so some things look wrong.
Schmeiser Robo - Not working 100%. The game puts graphics info through the
protection chip so in this case the game looks wrong even though the
gameplay is actually running correctly. Uses a strange double buffer
feature of the protection chip that the Deco games don't (seem to) use.
Truco Clemente driver [Ernesto Corvi]
This is as good I could get it working...
Problems:
- Wrong Colors
- Audio is not 100% yet, I think.
The board is definitely a conversion of some other board. My guess is a
Pacman-style board, since
some of the addresses match (watchdog, etc). Maybe somebody more
familiar with those type
of boards can figure out if they used the same color proms (I tried the
MsPacman ones, and didn't
match).
SPI background Decryption improvements [Ville Linde]
Fixed mrtnt colours (verified to use pacman proms) [vernimark]
Hyperstone core fixes [Tomasz Slanina, Pierpaolo Prazzoli]
Tomasz Slanina
- Added "undefined" C flag to shift left instructions
Pierpaolo Prazzoli
- Added interrupts-block for delay instructions
- Fixed get_emu_code_addr
- Added LDW.S and STW.S instructions
- Fixed floating point opcodes
New Clones supported or promoted from GAME_NOT_WORKING status:
--------------------------------------------------------------
Super Pang (Japan) [Nicola Salmoria]
set was decrypted, game now working
New Games supported or promoted from GAME_NOT_WORKING status:
-------------------------------------------------------------
Wizz Quiz [Pierpaolo Prazzoli]
Miss Bingo [brian Troha]
Recalhorn [brian McPhail]
may crash on hi-score screen
Command War [brian McPhail]
still some clipping / layer problems
Vamp 1/2 [Angelo Salese, Pierpaolo Prazzoli]
first working hyperstone based game
Truco Clemente [Ernesto Corvi]
some graphical problems (see notes above)
New Non-Working games / clones supported
----------------------------------------
Alien Command [Angelo Salese]
parts of the hardware still unemulated
Schmeiser Robo [bryan McPhail]
protection issues
PCSX2 WIP
I was checking out to see if there were any updates on some emulators that I have my eye on and over at the PCSX2, the most promising PS2 emulator, they have screenshots of Akira Psycho Ball and Way of the Samurai 2 running. It's still at an unplayable stage but it still looks good. Props to the PCSX2 team for their continued effort.
You can check out the screenshots at their home page:
http://www.pcsx2.net/index.php
Also, one of the PCSX2 team members, asadr, was on "The First Ever Emulation Talk Show" and you can listen to the interview here: http://www.speakemulation.tk/
>>Official Site: http://www.pcsx2.net/index.php