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    Mame 80u2 Released

    James
    By James,

    0.80u2

     

    http://haze.mame.net/

     

    General Source Changes

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

     

    Various Sega 16-bit game driver updaes [Charles MacDonald, http://cgfm2.emuviews.com]

     

    (03/18/04)

    - Added correctly dumped ROM set for eswat to replace the old one. Game is encrypted and unplayable.

    - Moved Ace Attacker to system16.c, it's not a System 18 game.

    - Added sound support for tturf, tturfu, tturfbl (no samples), fpointbl, fpointbj

    - Fixed toryumon RAM test

    - Cleaned up timscannr, toryumon drivers

    - Added Where's Wally? (wwally) Game is encrypted and unplayable.

    - Fixed System 18 sample ROM banking. This doesn't help the current working games, but will support others when/if they are decrypted.

    - Fixed RF5C68A clock (7.15 MHz -> 8.00 MHz).

    - Fixed Z80 clock (8.192 Mhz -> 8.00 MHz).

    - Cleaned up shdancbl sound hardware a little.

     

    (03/15/04)

    - Fixed 2nd 68000 ROM visibility in hangon, ROM test works.

    - Fixed sprite RAM, tile RAM, and shared RAM size in hangon, RAM test works.

    - Fixed shared RAM and road RAM visibility to hangon, road layer works again.

    - Added proper emulation of the I/O hardware in hangon, no patches needed and test mode doesn't crash anymore.

    - Migrated aurail, riotcity, bayroute to use sys16_sprite_shinobi.

    - Cleaned up altbeast, riotcity, bayroute, aurail drivers (no junk in error logs, took care of unused inputs/outputs, etc.)

    - Removed 'extra' RAM in some drivers and replaced with sys16_tilebank_w.

    - Fixed sprite zooming in sys16_sprite_shinobi (corrects sprite placement in Heavyweight Champ)

    - Fixed sprite list parsing (fixes output test progression in Heavyweight Champ)

    - Added Shadow Dancer (Rev.:blink:

    - Checked and fixed speed-ups for shdancer, shdancrj, shdancbl, shdancrb.

    - Added I/O chip and partial VDP emulation for shdancer, shdancrj, shdancbl, shdancrb, moonwlkb, astormbl.

    - Added Datsu bootleg sound hardware support for shdancrb and fixed sound crash.

    - Fixed shdancbl sprite loading.

    - Cleaned up shdancbl driver, now fully playable with only minor graphics problems.

    - Fixed sys16_paletteram_w and removed sys16_dactype.

    - Palette now generated using routines in res_net.h to properly make normal, shadow, and highlight colors.

     

    Discrete Sound System updates [Aaron Giles, Derrick Renaud]

     

    (Aaron)

     

    * major internal cleanup and reworking of how nodes are created

    * fixed bug in 555 timer that led to whiny noise in Hit Me

    * added new input port type for analog adjuster

    * changed osd interface for discrete sound adjusters to use the new input port type

    * changed NODE_ADJUSTMENT to get its value from an input port

    * adjuster values are now saved in the config file

    * changed all games using adjusters to use the new system

     

    (Derrick)

     

    Discrete Sound Changes

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

    * Continued cleanup of code to make it more readable

     

    New Discrete Modules Added

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

    * DISCRETE_OP_AMP_OSCILLATOR - various op amp oscillator circuits that are

    entered using component values.

    * DISCRETE_OP_AMP_VCO - various op amp voltage controlled oscillator circuits

    that are entered using component values.

     

    Game Driver Changes

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

    * Finished updating games to use Aaron's DISCRETE_ADJUSTMENT changes.

     

    Misc Fixes [Nathan Woods]

     

    src/fileio.c:

    src/fileio.h:

    src/windows/fileio.c:

    - Changed MESS specific file type from FILETYPE_CRC to FILETYPE_HASH

     

    src/hash.c:

    src/hash.h:

    - Added hash_data_insert_printable_checksum() call

    - Made things more const correct

     

    Nintendo 8080 based games update [stefan Jokisch]

     

    All games:

     

    - fixed CPU speed

    - unified memory maps

    - changed ROM labels

     

    Space Fever / High Splitter / Space Launcher:

     

    - relabelled ROM sets:

    Space Fever color => Space Fever

    Space Fever b & w => Space Fever High Splitter

    - uncloned High Splitter from Space Fever

    - fixed High Splitter ROM loading (wrong sound ROM in one set)

    - color support (Space Launcher needs its color PROM dumped)

    - implemented red screen flash (when the player dies)

    - implemented red laser cannon flash (when the player shoots)

    - implemented UFO color cycling

    - properly hooked up SN76477 (needs to be verified)

    - properly hooked up I8035 sound CPU

    - added bonus life DIPs to High Splitter and Space Launcher

    - added cocktail mode

    - documented diagnostic ROM location

     

    Sheriff / Bandido:

     

    - fixed scheduling of SN76477 sound effects (shots + hits)

    - added second coin input in Bandido

    - removed unused cocktail mode controls from Bandido

    - properly hooked up I8035 sound CPU

    - removed fake color overlay from Bandido

    - added colours based on screenshots - PROM still needs dumping

    - implemented color effects (e.g. red heart after round 3)

    - implemented screen flashing (when the players dies)

    - documented diagnostic ROM location

     

    Helifire:

     

    - corrected bonus life DIP

    - fixed starfield pattern, confirmed by shots on the flyer

    - fixed starfield priority (no more stars in the water)

    - fixed video bugs related to pausing and frame skipping

    - properly hooked up sound CPU (different from the other games)

    - added partial support for cocktail mode

    - added IMPERFECT_GRAPHICS and NO_COCKTAIL flags

     

    - various audio and video effects are still missing, including a few

    which were previously implemented and which I hope to re-add soon

     

    Various Timer Fixes, correcting some problems with SlySpy etc. [Aaron Giles]

     

    Fixed some problems with the 32010 update [Quench]

     

    Misc bug fixes (HuC6280 problems) [bryan McPhail]

     

    Some Task Force Harrier Improvements [Tomasz Slanina]

     

    - fixed sprite rendering

    - hacks for bg scrolling

    - patched some protection issues (sprites are rendered,

    no more strange resets)

    Game is NOT playable (controls doesn't work).

    Maybe something is not mapped correctly or

    it's problem with protection (for example,

    player2 buttons works durning boot - it's possible to enter

    service mode).

     

    ST-V update [Angelo Salese]

    fixes bitmap transparencies,adds the RBG0 layer(no scroll/roz effects yet)

    adds a really preliminary window effect(just for get tile-based sprites in shanhigw)

    and readded the VDP1 PTM register support which has been lost in the past.

     

    Cleaned up Capcom Bowling driver and fixed crash on reset [Aaron Giles]

     

    IREM GA20 Update [R.Belmont]

    adds the channel status readback for the GA-20,

    which fixes some occasional odd voice-stealing

    behavior I've heard playing R-Type Leo.

     

    Reverted some Star Wars code back to older working version

     

    New Games supported or promoted from GAME_NOT_WORKING status:

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

     

    Rock 'n' Roll Trivia (part 2) [Pierpaolo Prazzoli]

    Scooter Shooter [Pierpaolo Prazzoli]

    Dynamic Dice [Tomasz Slanina] - might be a gambling game

    Lovely Cards - doesn't actually appear to be a gambling game, just gambling themed

     

    New Clones supported or promoted from GAME_NOT_WORKING status:

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

     

    2020 Super Baseball (set 2) (2020bba) [HPMAN]

    Spinner (Spiders bootleg) [Pierpaolo Prazzoli]

    Gyrodine (Crux license?) [Pierpaolo Prazzoli / f205v]

    Griffon [Pierpaolo Prazzoli]

    Blaster (early 30 wave version)

     

    New Non-Working games / clones supported

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

     

    Various Non-working CPS2 clones

    Swinging Singles [Tomasz Slanina] - not much work done on it

    Taiwan Chess Legend [Tomasz Slanina] - only partially decrypted

    Parallel Turn [Tomasz Slanina] - Jaleco protection chip not emulated

    Change Lanes [Phil Stroffolino, Jarek Burczynski, Tomasz Slanina] - weird early Taito hardware

    Dragon World 3 - unemulated protection

    Zero Target [bryan McPhail, Pierpaolo Prazzoli, David Haywood] - various things not yet understood

    Counter Steer [bryan McPhail, Pierpaolo Prazzoli, David Haywood] - various things not yet understood


    Scummvm 0.6.0

    Agozer
    By Agozer,

    ScummVM 0.6.0 was released after a long wait, and here's what has changed:

     

    Changes: 0.6.0 (2004-03-14)

     

    New Games:

    - Added Broken Sword 1 engine.

    - Added Broken Sword 2 engine.

    - Added Flight of the Amazon Queen engine

    - Added support for V1 SCUMM games 'Maniac Mansion' and 'Zak McKracken'

    - SCUMM game Full Throttle is now supported

     

    General:

    - Subtitles now default to disabled. '-n' option now enabled subtitles.

    - Added HQ2x and HQ3x scalers

    - Rewrote sound code for more flexibility and performance

    - Improved native MT32 support

    - Adlib GM emulation table revamped, providing more accurate software MIDI

    - Default Makefile now uses configure script

    - Greatly improved the launcher and options dialogs (work-in-progress)

    - Many other "under the hood" improvements, like a new config managment

    and plugin capabilities

     

    Simon:

    - Added data files decoder for Amiga disk versions

    - Added support for inventory graphics in Amiga versions

    - Fixed various brief freezes

    - Fixed minor glitches in load/save dialog in non-English versions

    - Fixed missing inventory arrows in some versions of Simon the Sorcerer 1

     

    SCUMM:

    - Many, Many, Many SCUMM game engine fixes. Many of them. And that's a lot.

    - Added INSANE support for Full Throttle 'action sequences'

    - Added option to choose between Adlib, PCjr and PC Speaker in earlier games.

    - Added Adlib support for indy3ega and loom (ega)

    - Added MIDI support for loom (ega), monkeyega and monkeyvga.

    - Added sound effects support for indy3/monkeyega/monkeyvga/pass

    - Added FM Towns targets for Loom and Indy3

    - Rewrote in-game menu (F5) to be easier to use

    - Improved FM Towns SFX support (YM2612 emulation, looping)

    - Classic V1 versions of Maniac Mansion and Zak McKracken are now supported and completable

    - Rewrote Digital iMUSE music system

    - Several Analog iMUSE music system bugs fixed

    - Improved music/sound for various Amiga versions

    - Improved compression of Fate of Atlantis and Simon the Sorcerer 2 sound files

    - Keyboard fighting in Fate of Atlantis now works

    - Keyboard support for cannon battle in Curse of Monkey Island

    - Keyboard support for derby scene in Full Throttle

     

    Get it here.


    Nebula 2.24 Released!

    Gryph
    By Gryph,

    El Semi's Site

     

    Nebula 2.24 posted by ElSemi 7/3/2003

     

     

    Nebula 2.24. A release just to keep romset data in sync with mame.

     

    NEOGEO

     

    Fixed all the neogeo roms to match MAME romsets (Thanks to

    Wesker from Speksnk for the work).

     

    Fixed kof98 protection (delete old kof98.srm files from

    your config folder if you are still getting the red letters)

     

    GENERAL

     

    Added HQ2x plugin (includes src in plugins\hq2xsrc.zip)

     

    Not a very earth shattering update, but an update nonetheless.


    MAME 0.80 is out!

    ForceX
    By ForceX,

    You can grab it from here

     

    0.80

     

    General Source Changes

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

     

    Large Namco Update [Nicola Salmoria]

    - pacland: fixed sprite RAM, it was too big and included normal program RAM, causing sprites

      to be drawn twice.

    - pacland: fixed irq enable

    - pacland: fixed tilemap scroll offsets and sprite positions

    - pacland: accurate emulation of tile/sprite priority (including fix of bugs introduced when

      the driver was converted to tilemaps) and sprite visibility area

    - pacland36b16 is not a bug - colors match the real game

    - added SOUND_NAMCO_CUS30 for better documentation (alias for the standard SOUND_NAMCO)

    - drgnbstr36rc2gre

    - skykidd works with a patch (a dump of the CUS60A internal ROM is needed to do without the

      patch)

    - metrocross: fixed irq enable, this fixes inputs in service mode

    - baraduke060gre

    - baraduke36rc2gre, it is improved, there are still gaps left but this is correct behaviour

      verified on the real board

    - baraduke, system86: understood how sprite RAM buffering works, this fixes sprite lag but

      causes a glitch in rthunder (which might be correct behaviour)

    - system86: totally rewritten the 63701X emulation and moved it to a separate module.  Fixed

      silence compression, this improves quality in some samples; supported volume control.

      -genpeitd067gre

    - rthundro37b14red I think is fixed; but the game still sometimes crashes when you die

    - rthunder, genpetid: fixed watchdog emulation, this allows entering service mode without

      resetting

     

    Various ST-V Improvements (brightness controls) [Angelo Salese]

     

    Various Hyperstone core improvements [Pierpaolo Prazzoli]

     

    Misc Fixes [Nathan Woods]

    src/cpu/hd6309/6309ops.c:

    - Fixed the ABCD opcode

     

    src/sndintrf.c:

    - Fixed a small typo in the DMADAC interface line

     

    src/sound/tms5220.c:

    - Added a security margin in the estimate of the delay for speech

    synthesis ready line to come low (needed for a MESS side bug fix)

     

    src/chdman.c:

    - Added some completion messages, and fixed the code that was

    falsely assuming that progress() was a function pointer

     

    src/windows/window.c:

    src/windows/window.h:

    - Changed video_window_proc() to win_video_window_proc() and made

    non-static so that MESS's window proc can call it.

    - Changed win_init_window() to use MESS's window proc (within #ifdef

    MESS of course)

    - Added a win_suspend_directx global variable to temporarily turn

    off DirectX usage (used in MESS)

    - Added a few minor MESS specific #ifdefs

     

    src/rules.mak:

    src/cpuintrf.c:

    - Added an entry for the TMS99100 processor

     

    src/cpuexec.c:

    src/cpuexec.h:

    - Introduces cpu_getscanlinetime_mt() and

    cpu_getscanlineperiod_mt(); variants on their namesake calls except they

    return mame_time instead of double

     

    Improved 053260 and NES APU emulation [Oliver Achten]

     

    Various Gaelco3D Improvements [Aaron Giles]

     

    ZN Cleanups [smf]

     

    Misc 32010 related updates [Quench]

    TMS32010 CPU core

    - Added internal Data memory map

    - Fixed Overflow on the ADDH instruction

     

    Twin Cobra / Wardner

    - Converted to Tilemaps

    - Corrected Savestate setup

    - Little cleanups to the Machine code

    - Adjustments for TMS32010 internal data map

     

    Toaplan1

    - Corrected Savestate setup

    - Adjustments for TMS32010 internal data map

     

    HardDrivin

    - Adjustments for TMS32010 internal data map

     

    Fixed Vector clipping bug in mhavoc [Alex Eddy]

     

    Fixed some GCC warnings [Lawrence Gold]

    src/vidhrdw/rallyx.c: In function `plot_star':

    src/vidhrdw/rallyx.c:395: warning: ISO C89 forbids mixed declarations

    and code

     

    src/vidhrdw/ksayakyu.c: In function `draw_sprites':

    src/vidhrdw/ksayakyu.c:92: warning: ISO C89 forbids mixed declarations

    and code

     

    src/drivers/system32.c: In function `sonic_level_load_protection':

    src/drivers/system32.c:539: warning: ISO C89 forbids mixed declarations

    and code

     

    src/drivers/madalien.c: In function `video_start_madalien':

    src/drivers/madalien.c:273: warning: ISO C89 forbids mixed declarations

    and code

     

    src/machine/am53cf96.c:46: warning: comma at end of enumerator list

     

    src/drivers/vmetal.c: In function `varia_drawsprites':

    src/drivers/vmetal.c:124: warning: ISO C89 forbids mixed declarations

    and code

     

    Discrete Sound Updates [Derrick Renaud]

     

    Discrete Sound Changes

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

    * fixed/added more documentation of functions at top of discrete.h

    * DISCRETE_555_ASTABLE - changed to use common options with DISCRETE_555_CC.

    * DISCRETE_TRANSFORMx - fixed bug that preformed math in the wrong order.

    Also added more math functions.

     

    New Discrete Modules Added

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

    * DISCRETE_555_CC - Constant Current based 555 VCO with 8 main configurations,

    that automatically configure from components used.

    * DISCRETE_566 - NE566 simulation.

    * DISCRETE_COMP_ADDER - Multiple parallel capacitor/resistor circuit.

    * DISCRETE_DAC_R1 - R1 Ladder DAC that automatically configures from

    components used.

    * DISCRETE_MIXERx - Resistor/Op Amp mixer stage with filtering that calulates

    proper gains & filtering. It automatically configure from components used.

    * DISCRETE_SCHMITT_OSCILLATOR - VCO based on a Schmitt Inverter.

     

    Game Driver Changes

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

    * poolshrk - Converted to new component value only code.

    * firetrk, montecar, superbug - Converted to new component value only code.

    Pulled discrete code out and put in sndhrdw\ataridis.c.  montecar still needs

    filtering on crash sound.

    * atarifb, canyon & skydiver - minor changes to work with new code.

    * triplhnt - added component value discrete sound, but have not figured out

    Shot and Bear Roar video memory locations.  These are needed to make sound

    effects work.

     

     

    New Games supported or promoted from GAME_NOT_WORKING status:

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

     

    Radikal Bikers [Aaron Giles]

    Surf Planet [Aaron Giles]

     

    Wiggie Waggie [David Haywood]

     

    Zintrick (hack / bootleg)

    This was thought to be a prototype but actually appears to be a from

            an unofficial bootleg made from the CD version (see notes in driver),

    supported for reference incase a real prototype shows up one day.

     

    New Non-Working games / clones supported

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

     

    Lethal Enforcers [R.Belmont]

    Hardware is an ugly kludge with an 8-bit CPU using 16-bit video chips, as a result

            there is a lot of strange banking going on making it very difficult to emulate.


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