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    GuiltyGear X2: Midnight Carnival#Reload Reviewed!

    Alpha
    By Alpha,

    GGXXRELOAD.PNG

     

    "The sequel to the ever so popular arcade game Guilty Gear X. Guilty Gear XX #RELOAD brings to the table an updated version of the already great Guilty Gear XX arcade game. This game brings game fixes and tweaks that were found in the original version. The storyline is essentially the same as the original Guilty Gear XX game. The whole game it self hasn’t changed that much over GGXX. Although some tweaks are for the better, Sol’s Dust Loop has been giving tightened timing restraints and Robo-Ky has completely changed as a character. What you knew him in GGXX is completely different in #RELOAD".....

     

    »» Read the Full Review Here


    Nintendo DS OFFICIAL Design Released!

    Alpha
    By Alpha,

    nDS.PNG

    Finally the Nintendo DS has released it's official design!

     

    [Opened] (Click Image To Enlarge)

    dsSMALL.PNG

     

    [Closed] (Click Image To Enlarge)

    nDSCloseSM.PNG

     

    »» http://www.nintendo.co.jp/ds/index.html

    Credits: K`Dash, Actual Thread Here


    SCUMMVm 0.6.1

    Agozer
    By Agozer,

    A bugfix release:

     

    - Glitches using an OGG'ed monster.sou in games playing multiple simultanious sfx

    - Crashes on 64-bit machines

    - Crashes when saving to an invalid directory in Broken Sword 1

    - Lots of sound glitches in Curse of Monkey Island, Full Throttle and The Dig

    - Crashes in some international versions of Simon the Sorcerer

    -... and lots of other annoying bugs!

     

    Get it here.


    Mame 84u4 and 84u5 have been released

    James
    By James,

    http://haze.mame.net

     

    because there have been some very large changes in the core please test u5 well and make sure to report any new bugs caused by the input system changes at mametesters http://www.mametesters.org/

     

    0.84u5

    ------

     

    WARNING: There have been some major internal changes as of this build.

    Furthermore, the controller.ini support is temporarily disabled. Any

    other input-related bugs, please report to www.mametesters.org.

     

    WARNING: Because of the extension to 32-bits, all existing INP files

    are invalid. MAME now writes 4 bytes per INP entry instead of 2.

     

    Driver Improvements:

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

     

    - Significant improvements to the Rabbit driver. [David Haywood]

     

    - Included all the worthwhile sound changes from MAME32FX (most of

    these in turn are from MAME32Plus). List and (credits) follows:

     

    * airbustr.c: FM/PCM balance (RND)

    * crimfght.c: adjusted YM and Z80 clock to 4 MHz, matches

    real PCB better (???)

    * darkseal.c: FM/PCM balance (UNZU)

    * ddragon.c: FM/PCM balance (???)

    * mitchell.c: adjusted pitches (AKIN)

    * namcos1.c: FM/PCM balance (UNZU)

    * namcos2.c: FM/PCM balance (RND)

    * nemesis.c: PSG/WSG balance (UNZU)

    * rohga.c: FM/PCM balance (RND)

    * shadfrce.c: FM/PCM balance (RND)

    * simpsons.c: Z80+YM2151 clocks, FM/PCM balance (???)

    * toki.c: FM/PCM balance (???)

    * vaportra.c: FM/PCM balance (UNZU)

    * xmen.c: FM/PCM balance, Z80 clock is 8 MHz (???)

     

    - Fixed input ports in the megasys1 driver. [Mamesick]

     

    - Fixed naming of the various Centipede bootlegs. [stefan Jokisch]

     

    - Fixed incorrect graphics decode in the Donkey Kong driver.

    [Andrea Mazzoleni]

     

    - Fixed DIP switches in the Midway Zeus games. [brian Troha]

     

    - Improved colors in Strike Bowling. [Jarek Burczynski]

     

    - 4bpp/8bpp tilemaps in ST-0016 driver [Tomasz Slanina]

     

    - Hooked up NVRAM for Namco system 12 correctly. [smf]

     

    - Improved QSound in ZN games by fixing ROM loading. [barry Rodewald]

     

    Changes to the main program:

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

     

    - Fixed subtle behavior in the ALLPOT handlers for the POKEY when held

    in reset. [MikeJ]

     

    - Added generic support for save states on games using the generic bitmap

    video hardware. Also converted a number of drivers over to using that

    system. [Andrew Gardner]

     

    - Fixed memory crash in the TMS34010 core. [Andrea Mazzoleni]

     

    - Fixed the mixer code so it doesn't crash if the OSD layer returns an

    error. [Andrea Mazzoleni]

     

    - Fixed an issue in the H8/3002 core where the timer start register would

    mess up timers that were already running. Improves the music tempo for

    S12 games.

     

    - Added new function: compute_resistor_net_outputs() in res_net.h. This

    function calculates outputs (not weights) of color circuits where the

    hardware consists of open collector PROMs. [Jarek Burczynski]

     

    - Preliminary NEC V810 core (needed for mayjinsen, mayjinsen2 and jsk).

    [Thomasz Slanina]

     

    - Fixed several compilation issues for LinuxPPC and other ports.

    [Lawrence Gold]

     

    - Fixed disassembly in mirrored regions for the 6502. [Curt Coder]

     

    - Improved i386 disassembly format. [Ville Linde]

     

    - Removed PORT_CENTER from drivers that were using it for autocentering

    and added a user-configurable autocentering property that applies to

    all absolute analog controls. Also made this autocentering intelligent

    so that it shouldn't need to be manually set to 0 if using a real

    analog device. [Aaron Giles]

     

    - Fixed mame_fprintf to output various text file formats based on the

    compile-time define CRLF. This must be set and can be equal to 1 (CR

    only), 2 (LF only) or 3 (CR+LF). [Aaron Giles]

     

    - Fixed several bugs in the new input system and improved the CFG file

    format. [Aaron Giles]

     

    New Games supported or promoted from GAME_NOT_WORKING status:

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

    Rabbit [David Haywood]

    Mayjinsen 2 [Tomasz Slanina]

    Zupapa!

    Sengoku 3

    beatmania 6th MIX (ver JA-A)

     

    New Clones supported or promoted from GAME_NOT_WORKING status:

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

    Mille Miglia 2: Great 1000 Miles Rally (95/05/24) [David Haywood]

    Last Fortress - Toride (German) [David Haywood]

    Bloxeed (US, C System) [Arzeno Fabrice]

    Rad Rally (US) [Arzeno Fabrice]

    Dunk Mania (DM2/VER.C) [R. Belmont]

    High Impact Football (rev LA4 02/04/91) [brian Troha]

    Flashgal (set 2) [f205v]

    Gals Panic (set 3) [Paul Priest]

     

    New Non-Working games / clones supported

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

    Harem [Pierpaolo Prazzoli]

    Altered Beast (8571 protected) [Arzeno Fabrice]

    Jyuohki (Japan, 8571 protected) [Arzeno Fabrice]

    Virtual Bowling [David Haywood]

    Champion List II [David Haywood]

    Long Hu Bang [David Haywood]

    Xing Yen Man Guan [David Haywood]

    Chuugokuryuu (Japan) [David Haywood]

    Puzzle Star [David Haywood]

     

    0.84u4

    ------

     

    WARNING: There have been some major internal changes as of this build.

    Furthermore, the controller.ini support is temporarily disabled. Any

    other input-related bugs, please report to www.mametesters.org.

     

    WARNING: Because of the extension to 32-bits, all existing INP files

    are invalid. MAME now writes 4 bytes per INP entry instead of 2.

     

    Changes to the main program:

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

     

    - Added a number of commented-out default strings and modified all drivers

    to use them. [Aaron Giles]

     

    - Changed the format of.cfg files to use XML. All old.cfg files are useless,

    just toss them away. This should allow for easier backwards compatibility

    in the future. [Aaron Giles]

     

    - MAME now requires the expat library for XML support. This is included in the

    distribution, and is built automatically by default. You can comment out

    BUILD_EXPAT in the main makefile to disable this behavior and link against

    a precompiled version if you wish. Similarly, zlib has been modified to do

    the same thing and is now included with the MAME source. Comment out the

    BUILD_ZLIB flag to turn off this behavior and link against a precompiled

    lib. [Aaron Giles]

     

    - Revamped most of the input and input port system. This means a number of

    changes for those who do their own OSD layer. All input APIs are now

    unified -- there is no notion of "keyboard" versus "joystick" anymore. The

    following APIs are now obsolete:

     

    osd_get_key_list

    osd_is_key_pressed

    osd_get_joy_list

    osd_is_joy_pressed

    osd_is_joystick_axis_code

    osd_lightgun_read

    osd_trak_read

    osd_analogjoy_read

    osd_customize_inputport_defaults

     

    Instead there is a new set of simpler APIs:

     

    osd_get_code_list

    osd_get_code_value

    osd_customize_inputport_list

     

    The code list returned by osd_get_code_list should include entries for every

    keyboard key, every joystick and mouse button, digital versions of joystick

    analog axes (e.g., joystick X axis up), as well as entries for analog axes on

    joysticks, mice, lightguns, etc. Essentially any input you wish to expose to

    the user should be added to this list. Note that if you add items to this

    list that don't map to the standard defaults, you must specify one of:

    CODE_OTHER_DIGITAL, CODE_OTHER_ANALOG_ABSOLUTE, or CODE_OTHER_ANALOG_RELATIVE

    to indicate what type of input you are providing.

     

    osd_get_code_value is then later called to retrieve the value for a given

    code. Digital inputs should return either 0 or 1. Absolute analog inputs

    should return values between ANALOG_VALUE_MIN (-65536) and ANALOG_VALUE_MAX

    (65536). Relative analog inputs should return values that approximately

    scale to 512 units per pixel (e.g., an X axis moving left 4 pixels should

    return -4*512 = -2048).

     

    Finally, osd_customize_inputport_list replaces osd_customize_inputport_defaults

    and allows you to add any OSD-specific UI input ports, as well as mess with

    the default configuration. Note that at this time, the controller.ini file

    support is currently disabled in the Windows build. [Aaron Giles]

     

    - The configuration of ports has changed a bit now as well. You can now map

    any analog axis to an analog port in the standard input UI. There are now

    three entries per analog port. The first entry is the analog mapping. The

    second and third control the digital decrementing and incrementing

    sequences. To map an analog axis, just hit ENTER and then move the axis

    in question by a large amount. [Aaron Giles]

     

    - Added 32-bit port read handlers, and extended input port internals to 32 bits.

    [Aaron Giles]


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