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Mame 81u7 Realeased
0.81u7
General Source Changes
Sound in the ST0016 driver [R.Belmont, Tomasz Slanina]
Neratte Chu & Renju Kizoku now have sound
Misc Cleanups [Lawrence Gold]
Fixed a couple of issues with hard disks without checksums [smf]
Dipswitch corrections for Karate Blazers, Turbo Force, Raiden 2 [brian Troha]
Megaplay Improvements [barry Rodewald, GreyRogue]
SPI / 386 Updates [Ville Linde]
- Added the missing keys to E-Jan
- Added layer enable register
- Wrote a new i386 disassembler. Dasm386 wasn't always
showing stuff correctly, and now the i386 core can be
compiled without i86.
- Preliminary Dallas DS2404 (RTC/CMOS) emulation
- Added 93C46 eeprom to RF2 single and RF2 2K. It's
not hooked up though.
- Improved i386/z80 interleaving. This should help
with the small pauses.
- Fixed some stuff in the i386 core. These don't seem
to affect the SPI games, but should help with MESS
386 Improvements [Nathan Woods]
src/cpuexec.c:
- Adds a check enabled when MAME_DEBUG is defined that raises an
error if the CPU core executed a negative cycle count
src/cpu/i386/i386.c:
- Fixed a bug in i386_set_info() when changing the EIP register
src/cpu/i386/i386dasm.c:
src/cpu/i386/i386op32.[c|h]:
src/cpu/i386/i386op16.[c|h]:
src/cpu/i386/i386ops.c:
- Fixed some compilation errors under non-GCC compilers
- Implemented ES, BOUND, DAA, DAS, AAS, INSB, INSW, OUTSB, OUTSW,
LES, LDS, HLT, LSS, LFS, LGS, IMUL with a 32 bit adjustment,
386 Improvements [Ville Linde]
- added DS and SS segment prefixes. renamed fs,gs ->
segment_FS, segment_GS
- added INTO opcode
- regression tested and fixed AAS opcode (incorrect
behavior in Intel docs)
- added AAA opcode (with correct behavior)
- added AAD and AAM opcodes
- added CMC opcode
- added SETALC opcode which is undocumented
- removed a non-existing PUSH8 opcode from groupFE_8.
Doh
- regression tested and fixed SHLD and SHRD opcodes
- fixed AF flag calculation
- fixed AF flag in SUB and DEC opcodes
Beatorizer (bootleg) improvements [smf]
New Games supported or promoted from GAME_NOT_WORKING status:
-------------------------------------------------------------
Twin Eagle 2 [Olivier Galibert]
Megaplay : Sonic the Hedgehog [barry Rodewald, GreyRogue]
Megaplay : Tecmo World Cup [barry Rodewald, GreyRogue]
Megaplay : Golden Axe 2 [barry Rodewald, GreyRogue]
Megaplay still has a few issues (continue without extra coins etc.)
New Clones supported or promoted from GAME_NOT_WORKING status:
--------------------------------------------------------------
Ninja (clone of Sega Ninja) [Pierpaolo Prazzoli]
Area 51 (R3000 Version) [brian Troha]
still needs speedup finding
New Non-Working games / clones supported
----------------------------------------
Super Pang (Japan)
needs new decryption key
Battle Balls (Asia)
Mame 81u6 Realeased
0.81u6
------
General Source Changes
----------------------
Fixed missing enemies in noboranb [stefan Jokisch]
Fixed leprechn service switch broken in the last update [stefan Jokisch]
Misc Fixes [Nathan Woods]
src/cpu/i386/i386ops.c:
src/cpu/i386/i386op32.h:
src/cpu/i386/i386op16.h:
src/cpu/i386/i386op16.c:
- Partially implemented INT, INT3, ES segment override, an IMUL
variant, LMSW, a minor 16 bit bug fix, and coprocessor escape instructions
src/cpuintrf.c:
src/cpuintrf.h:
- Added the MESS specific TMS7000 core to the list of CPU cores
SPI updates [Ville Linde]
* Added sprite flipping and other improved sprite
processing
* Corrected palette banking on tilemaps
Fixed Kaitei Daisensou speedup [bouKiCHi]
note: speedups may soon be removed from the m92 driver as they aren't
really that significant on modern hardware
Model 1 Sound [R.Belmont]
Fixed some ST-V sprite bugs [Mariusz Wojcieszek]
(hanagumi intro, othellos title, cottonbm intro, diehard intro, sleague)
Fixed the GPL12 opcode [smf]
(fixes cbaj graphics)
i386 updates [Ville Linde]
- Regression tested the i386 core. Found and fixed
bugs in several shift/rotate instructions. This
corrects the bosses in Raiden Fighters.
- Completely rewrote REP/REPNE prefix handling. Fixes
the following: Battle Balls attract mode runs
correctly now, balls no longer all the same color
in-game in Battle Balls, E-Jan now coins up, and Viper
Phase 1 is now playable (with encrypted gfx).
MIPS software interrupt fix [Aaron Giles]
Seattle Update [Aaron Giles]
* added a diagram of interrupt sourcing
* fixed incorrect checksums on SF Rush: The Rock audio ROMs
* added support for DCS HLE downloading via FIFO (used by Vegas games)
* fixed incorrect sound pitch in Blitz 99/2k
Hyperstone Fixes [Pierpaolo Prazzoli]
- Added h flag handling in the dasm
- Fixed wrong interpretation of some opcode bits in the dasm
- Fixed Frame instruction when d-code was 0
- Always set the new entry table
Minor improvement to Lord of Gun driver (still doesn't work) [Pierpaolo Prazzoli]
YMZ280B update [R.Belmont]
(Fixes suprnova073gre)
New Games supported or promoted from GAME_NOT_WORKING status:
-------------------------------------------------------------
Renju Kizoku [Tomasz Slanina]
Neratte Chu [Tomasz Slanina]
New Non-Working games / clones supported
----------------------------------------
Mayjinsen [Tomasz Slanina]
Mayjinsen 2 [Tomasz Slanina]
(unemulated v810 cpu, being worked on)
Super Eagle Shot [Tomasz Slanina]
Super Real Mahjong P5 [Tomasz Slanina]
(r3000 side not finished)
Mame 81u5 Released
0.81u5
General Source Changes
Removed vblank callback logging left in by mistake [Aaron Giles]
Fixed slow Seattle boot times caused by recent IDE change [Aaron Giles]
DCS2 upload command HLE optimization (to make driver easier to work with) [Aaron Giles]
MIPS core interrupt fixes [Aaron Giles]
MIPS core MIPS3DRC_FLUSH_PC option for accurate PC handling when debugging [Aaron Giles]
Fixed MIPS bug when directly accessing 2-byte values in big endian
mode [Aaron Giles]
Seattle Update [Aaron Giles]
seattle.c:
* improved VBLANK interrupt handling
* cleaned up handling of DMA operations
* DMA operations now properly pause if they can't write to the voodoo
* now returning proper PCI IDs for the bridge device
* mapped more inputs and DIP switches for Biofreaks
* fixed clock speed for Wayne Gretzky's 3D Hockey
* cleaned up memory maps
* added Vapor TRX to the supported games
* added entries for Hyperdrive and SF Rush: The Rock (no hard disks ATM)
midwayic.c:
* added faux support for setting the real time clock (to pass diags)
* added shuffle map for Vapor TRX
* implemented crude loopback in UART (to pass diags)
voodoo.c:
* added full memory FIFO emulation
* removed hack for fastfill operations after a buffer swap
* added compile time option to reduce the resolution
* added client callbacks for VBLANK synchronization
* cleaned up handling of statistics and debugging info
* added optional R/B component swapping (for vaportrx)
* fixed crashing problems when executing Midway POSTs
* now dynamically computing refresh rate based on hSync/vSync registers
Improved Raiden 2 Sprite Drawing [David Haywood]
Game still not playable due to banking / protection issues
Misc Fixes [Nathan Woods]
src/osdepend.h:
- Added __attribute__((noreturn)) to osd_die() when compiling under
GCC 2.5 and greater
src/memory.c:
src/state.c:
src/x86drc.c:
src/cpu/i386/i386.c:
src/cpu/i386/i386op16.c:
src/cpu/i386/i386op32.c:
src/cpu/i386/i386ops.c:
- Converted printf()/exit() combination of calls to osd_die()
src/windows/config.c:
- osd_die() messages now get sent to both logerror and console output
src/cpu/i386/i386op16.c:
src/cpu/i386/i386op32.c:
src/cpu/i386/i386ops.c:
- Implemented i386 in/out instructions
Model 1 lighting improvements [ElSemi]
TMS32025 Fixes [Phil Stroffolino, Quench]
SPI System Updates [Ville Linde]
* Applied text layer decrypt to the regular tiles, it also improves them a lot
* Greatly improved tilemap emulation including scrolling, layer disables, etc.
* Improved tilemap emulation further, including tile bank select and palette bank select.
* Supports alternate (older?) video hardware in viperp1 with one fewer tilemap and a different VRAM layout.
* Added mahjong keyboard controller for ejanhs, but it doesn't coin up yet.
* Improved sprite drawing
* Sound starting to work in the single-board rf2_us
Konami GX Cleanups [R.Belmont]
* Removed Acho's fake dipswitches to avoid confusing real PCB owners
* Unified and cleaned up memory maps to latest specs.
* Some more protection emulation for rushhero (the spritelist is now copied to the right place), but no visible results
* Removed unused routines to stop warnings on GCC 3.3+
* Fixed the PSAC tile decode for type 3 and type 4 games.
* Fixed the PSAC tilemap flipx/y flags for type 3.
Rock-ola Improvements [Curt Coder]
drivers/rockola.c
sndhrdw/rockola.c
- More cleanup
- Added sn76477 interfaces to other games, not connected yet, needs discrete sound expert (wink wink)
- Added vanguard SHOTB sound effect
- Added NO_DUMP to vangrdce fake roms
- Correct ROM names for nibbler from manual
MegaPlay Improvements allowing it to pass more checks [barry Rodewald]
New Games supported or promoted from GAME_NOT_WORKING status:
-------------------------------------------------------------
Brave Blade [smf, David Haywood]
Ray Storm [smf, Olivier Galibert]
Pirate Treasure [stefan Jokisch]
New Clones supported or promoted from GAME_NOT_WORKING status:
--------------------------------------------------------------
NBA Maximum Hangtime v1.03 [Asure]
Leprechaun (Pacific Polytechnical license) [stefan Jokisch]
New Non-Working games / clones supported
----------------------------------------
MegaPlay: Tecmo World Cup [David Haywood]
MegaPlay emulation is still incomplete
Vapor TRX [Aaron Giles]
locks up when you attempt to start a game
San Francisco Rush: The Rock [Aaron Giles]
Hyperdrive [Aaron Giles]
missing harddisks
Mame 81u4 Released
What's New:
0.81u4
General Source Changes
Hyperstone CPU core fixes [Pierpaolo Prazzoli]
- Added addressing of next byte if in load / store instructions using
Displacement Address Mode PC is used as register destination
- Added local registers wrap around modulo 64
- Added trap instructions to the dasm
- Added some debug info when high global registers are written
- Fixed some wrong format in the dasm
- Changed reset to act as an exception, as the doc claims (before it crashed
if reset was used as an exception)
Killer Instinct Fixes [Aaron Giles]
* cleaned up memory maps
* found second bitmap page, fixing a bunch of video problems and romoving
the egregious hack I had in there before
* fixed sound reset and initialization
* all diagnostics pass
* fixed coinage dipswitches
* added 2 alternate ROM sets for each game
Fixes: kinst067gre2, kinst072gre
MIPS DRC fixes [Aaron Giles]
Fixes an edge case where a memory access like:
lw r3,$0(r0)
would leave the stack in a funny state and lead to a crash.
Fixes kinst067red.
Instructions of the form:
ld r10,0(r10)
Would load the low word into r10 first, and then use the modified r10 (plus
4) as the address of the high word. Bad bad bad.
Fixes the sky graphics in several of the kinst2 levels.
ZN Improvements [smf]
24-bit rendering support for Judge Dredd
Updates to the 'jalmah' driver [Angelo Salese]
kakumei and kakumei2 now boot but neither are playable due to protection
Misc Updates [Nathan Woods]
src/windows/windows.mak:
- Fixes the afore mentioned problem with x86drc.c
src/fileio.c:
src/windows/fileio.c:
- Adds in a new (windows only) mode for opening files whereby files
can be opened for read/write, but changes are not actually not written
to the original file but rather to a temporary file. This trick is used
by the MESS testing facility so that tests do not mutate the images they
operate on.
- Small cleanups
src/png.c:
- Replaces a #ifdef MESS/#else/#endif combo with a usage of the
APPNAME macro
SPI / 386 updates [Ville Linde]
* raidnfgt now runs normally and correctly through
attract mode and gameplay, modulo the encrypted
graphics. Still kinda mesmerizing
* viperp1 starts to boot now, but doesn't get very far
* Hooked up the Z80 bankswitching, so sound started
playing in some games (notably Raiden Fighters). (R.Belmont)
Various ST-V updates [Mariusz Wojcieszek]
fixes sprites in groovef which is now playable, adds some RBG0 scrolling
which greatly improves background graphics in cotton2, cottonbm, grdforce
and othellos
Debugger Fixes [Aaron Giles]
This is a quick attempt to make the debugger more useable with the new
memory system. The masking of addresses and data should now be working
properly again.
Also, you can go to any memory window and type 'P' to view program address
space, or 'T' to view data address space.
OSD 'NO EXECUTE' Support [Aaron Giles]
This patch introduces two new OSD functions:
osd_alloc_executable();
osd_free_executable();
For most platforms, these can just map to malloc and free. However, starting
with WinXP SP2, if you are running on a processor that supports the
NO_EXECUTE bit (currently only 64-bit AMD chips),
standard user-mode memory allocations won't allow you to put code in them
and execute it.
Since this is exactly what x86drc.c does, I've added the two functions
above. On Windows, these map to calling VirtualAlloc and VirtualFree, which
allow you to specify the read/write/execute states of the pages thus
allocated.
Lethal Justice / Egg Venture Cleanups [Aaron Giles]
* merged memory maps
* fixed video size in Egg Venture to correct flicker
* switched to VIDEO_RGB_DIRECT
* removed unnecessary ROM regions and memcpy'ing
Rockola Cleanups / Fixes [Curt Coder]
* Fantasy/Nibbler/Pioneer Balloon
drivers/rockola.c
sndhrdw/rockola.c
- Correct CPU frequency from schematics
- Hooked up SN76477 sound for BOMB effect
- Merged memory maps
- Cleaned up driver a bit
- Fixed dips
- Enabled debug inputs
New Games supported or promoted from GAME_NOT_WORKING status:
-------------------------------------------------------------
Ghostlop (prototype)
Super Rider [Aaron Giles]
Some ST-V Games
these are still very slow;-)
Groove On Fight [Mariusz Wojcieszek]
Othello Shiyouyo [Mariusz Wojcieszek]
Danchi de Hanafuoda [thanks to Runik/Saturnin]
New Clones supported or promoted from GAME_NOT_WORKING status:
--------------------------------------------------------------
Driving Force (Galaxian hardware, bootleg) [Pierpaolo Prazzoli]
Snow Bros (set 4) [Fabrice Arzeno]
New Non-Working games / clones supported
----------------------------------------
Lord of Gun
some sort of protection?
Taito JC System
will need 68040 and mc68hc11m0 emulation before its going to work
Densya De Go (1, 1ex, 2, 2ex)
Side by Side (1 & 2)
Landing Gear