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Mame 0.87u3 is Released !

0.87u3
General Improvements
--------------------
Exidy Games update [Aaron Giles]
This update is mainly a bunch of cleanup on the classic Exidy drivers. The
memory maps are merged now, and I've gone through and removed a bunch of RAM
that wasn't actually present on the real boards. I also fixed up the input
ports on several of the bootlegs.
Cinematronics Vector driver update [Aaron Giles]
* completely rewrote the CCPU core to be much simpler and follow MAME
semantics
* rewrote the CCPU disassembler to use the "official" syntax
* added newly dug-up prototype game QB-3
* now require the CCPU PROMs for all the games
* added sound to Barrier, Star Hawk, War of the Worlds, and Boxing Bugs
(note that samples don't exist yet, but I'm working with Zonn Moore to get
them for everything except Barrier)
* rewrote sound routines for all the games based on schematics and Zonn's
documentation
* fixed sound in Demon (was seriously wrong)
* changed sound handling in Solar Quest to play the music by looping a
square wave instead of using canned samples
* added 64-level support for Solar Quest
* added proper color support for Boxing Bugs and War of the Worlds
* added star twinkle effects (not really visible without my future update to
vector.c)
* made wotw the black & white hardware which was commonly seen as a Star
Castle upgrade
* added wotwc as the color hardware version (same ROMs)
* cleaned up and fixed input ports for all the games
Namco IC update [Phil Stroffolino]
Fixes to the advanced ROZ chip used by System FL, Namco NB2, and some Namco System 2
games. Huge improvements to Mach Breakers, and game specific ROZ hacks have been removed.
Fixes for the ROZ system used in older System2 games; in particular Dragon Blade glitches
are no more.
Abstraction for the tilemap system used in many Namco titles.
Merged memory maps.
The ROZ fixes unfortunately use a handful of custom code, to work around limitations of
tilemap.c's roz support. I'll improve tilemap.c when I get a chance.
Improvements to jalmah.c [Angelo Salese]
Improvements to sound in recalh and intcup94 [David Haywood]
Massive compiler warnings cleanup for gcc 3.4.2 [Olivier Galibert]
Added some hooks to C 68k core in preparation for Sega decryption updates [Olivier Galibert]
Hooked up GNET bios roms so boot screen shows [smf]
Improvement to (se)xfiles driver, now shows some startup screens [Tomasz Slanina]
New Games supported or promoted from GAME_NOT_WORKING status:
-------------------------------------------------------------
QB-3 (prototype) [Aaron Giles]
some gfx problems
Space Raiders [Frank Palazzolo]
some gfx problems, things need verifying against board
New Clones supported or promoted from GAME_NOT_WORKING status:
--------------------------------------------------------------
War of the Worlds (color) [Aaron Giles]
Operation Thunderbolt (US, older) [Fabrice Arzeno]
Killer Instinct (proto v4.7) [Aaron Giles]
Killer Instinct 2 (v1.0) [Aaron Giles]
Farmer Rebelion (clone of ikki) [Pierpaolo Prazzoli]
Atlant Olimpic (bootleg of trackfld) [Pierpaolo Prazzoli]
Ginga NinkyouDen (set 2) [Mash]
'99: The Last War (Kyugo) [Mash]
Tron (set 3) and (set 4) [Mash]
New Non-Working games / clones supported
----------------------------------------
Oriental Legend Super
unemulated protection
Killer Instinct 2 (v1.4k, upgrade kit) [Aaron Giles]
Beat the Champ [R.Belmont]
SCSI / CD-ROM emulation problems
eXclusive: KOF 2004 Special (Hacked) Video Clips!

King of Fighters (Hacked)
2004: Special Edition
King of Fighters 2004 was sold on eBay which was a Hacked King of Fighters. Many have confirmed it as a FAKE, however, this video should change your mind. The video was recorded from a Cell Phone. However you can see the game still in action. Crouching Tiger Hidden Dragon 2003 is like King of Fighters 2004. Just like CTHD 2003, it is a Hack, the moves are the same. It is a bad hack. For KOF 2004SP, the background has more color then CTHD 2003. In fact, CTHD 2003 is 16 colors. KOF 2004SP has far more than 16 colors. But the system of the game and the moves didn't change at all. Also you'll find nude women in one of the background. It is not much different than KOF 2002. The backgrounds are just really the main difference.
»» Download it Now! (HTTP Direct Download) *UPDATED*
Mame 0.87u2 is Released !

0.87u2
i960 updates [R.Belmont]
- Added spanbit
- Fixed error noted by ElSemi in spanbit and scanbit
- Added non-queued interrupts to support games with
the interrupt table in ROM (this fixes the colors and
hanging in Sky Target, and Pilot Kids will need it
too)
- Added the ability for read/write handlers to declare
themselves "noburst", for memory regions which don't
auto-increment the address on i960 bulk transfers
- General cleanup of the interrupt handling to remove
duplicated code. There should be no functional
difference
model2 updates [R.Belmont]
- Properly mapped 'unplaced' ROMs for Daytona and
Desert Tank
- Added calls to i960 noburst support for the timer
and interrupt control registers
- Updated game status with latest knowledge
- Noted that Last Bronx boots now
- VF2 reparent: 2.1 is parent, ver. B and original are
children
- SHA1s for lastbexp, doa, and pltkids
- Removed unnecessary code patch from DOA
- Added Martin Marietta co-credit for Desert Tank
- Added EPL Productions co-credit for Behind Enemy
Lines
- "Sonic Championship" renamed to "Sonic The Fighters"
- Virtual On is "Cyber Troopers" (two words) on the
title screen, not "Cybertroopers"
- Zero Gunner changed from (Jap) to (Japan)
- Mapped framebuffer RAM (used by Last Bronx)
- Fixed non-32 bit writes to the interrupt registers
- Fixed serial hardware mapping
- Temporary hack to keep HOTD from freezing until I
properly implement the timers
- Split the 2O/2A/2B/2C drivers better. von now
prints "MODEL 2BCRX" correctly
- Hack to make Last Bronx run while I track down an
i960 core bug that's haunting it
- Patch from ElSemi for Zero Gunner crashing
- Patched Daytona busywait for the TGPs (not sure how
it worked without this before)
- Fixed 68000 ROM load for skytargt
- Fixed thinko in the interrupt register handling
(still no help for Last Bronx, but the wrong way was
definitely hurting it worse)
- Fixed issue on big-endian machines
- Added framework so the DSP program uploads are now
handled correctly
C352 Pitch adjustment [R.Belmont, Cap]
Analog Port Fixes [Derrick Renaud]
downtown - Both analog controls were set to player 1.
eterm - Crashed, due to inc/dec buttons not being defined for the analog
ports.
Now loading sync prom in Atari Soccer [stefan Jokisch]
Added eeprom and flipscreen to the games in vamphalf driver [Pierpaolo Prazzoli]
Improved sound in Hard Head / Popper [Pierpaolo Prazzoli, Corrado Tomaselli]
Misc updates [Nathan Woods]
src/mame.c:
- Created a MAME_VALIDITYCHECKS macro that when defined, can specify
whether validity checks should be run. If undefined, it defaults to
running the validity checks. This will facilitate turning off validity
checks in MAME derivative projects.
Please DO NOT turn these off if you are making changes to the Mame
source, any changes which fail the validity checks will be rejected.
src/windows/fronthlp.c:
- Changed the stat() call to use Win32 equivalents.
Fixed some Compiler Warnings [Lawrence Gold]
Improvements to SPI sprite decryption in rf2_2k [Ville Linde]
New Games supported or promoted from GAME_NOT_WORKING status:
-------------------------------------------------------------
Fix Eight (bootleg) [Tomasz Slanina]
turn on invunerability dipswitch to see an intro!
Title Fight [David Haywood]
Raiders [Mash]
New Clones supported or promoted from GAME_NOT_WORKING status:
--------------------------------------------------------------
Sega Space Attack (set 3) [Mash]
Pengo (set 4) [Mash]
Eagle (set 3) [chaneman]
Crazy climber 2 (Japan Harder) [chaneman]
Nibbler (Olympia) [Costa Sgantzos]
New Non-Working games / clones supported
----------------------------------------
Mazer Blazer (set 2) [chaneman]
Zero Team (set 2)
Dark Edge (World)
Farmer Rebelion (clone of ikki) [Pierpaolo Prazzoli]
maybe a rom is bad?
Dynamite Deka 2 (clone of Dynamite cop) [Chris Hardy]
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.