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Universe Bios V1.3 Released
WHATS NEW IN VERSION 1.3
------------------------
AES support (nuff said).
some AES notes.....
Region settings are saved to the memory card, however if no card is available on
power up the system will default to EURO / CONSOLE operation.
To do a hardware check hold buttons A+B+D during power up this will keep the system
looping through a hardware check until all buttons are released.
When in ARCADE mode devmode is enabled and cannot be disabled.
There is no attract mode sound for some games in MVS mode. This is beacuse they
read the demo sound soft dip from backupram (which the aes dosnt have)
instead of the adjescent RAM location (this problem exists on the DEBUG bios also).
Some early games (nam75 for example) will have currupted 'how to play' screens.
This is because the AES does not have the needed character font the MVS has.
When in USA mode some games will have a currupted 'winners dont use drugs' screen.
This is because the AES does not have the needed character font the MVS has.
The Test Mode menu is not availabe for use.
Additions
The NeoGeo/ProGear logo now displays only once at the beginning when in console mode
to match bios on AES.
New entry method to access the in game menu, START+A+B+C. Old access methods are
still usable.
Ability to abort the game cart crc check while its calculating.
Ability to exit from slot selection screen (multislot hardware only).
Enabled the AES controller test, access via holding player 2 A+B+C+D during power on or
splash screen.
68000 exception handling. Instead of games reseting they will stop and the current 68000
status will be displayed.
Simple memory/vram viewer that can be accesses from the hardware error screen.
Changes
Exiting the jukebox or crc check on multislot HW now restores the initially used font.
Added a shadow to bring out the NeoGeo logo in the splash screen and main menu.
Made the Red color used in the Splash Screen and main menu a little darker.
Improved the hardware check so you only see a couple of flashes on screen at power on
instead of lots of green garbage.
Improved the hardware error screens to make them look nicer but I'm sure you will never
want to see these.
Changed the test mode hardware test so that the test memory card section no longer looses
any data on the card. This problem affected the original BIOS also.
Changed some very bad English in the card manager including one point where the word 'no'
should actually be 'yes' when it comes to confirming data delete. This problem affected
the original BIOS also.
Fixes
Fixed an issue that caused some hardware error messages appear darker or distorted.
Fixed the 'gameselect' option being lost the first time the UNIVERSE BIOS is used on
multislot hardware.
Fixed button (A) not responding when trying to continue from failed HW check when using
a joypad.
Fixed credits from 2nd coin shoot not showing but still registering in VS-MODE when the
game dosent support it.
Fixed the select buttons not registering in the testmode input test when in console mode.
Fixed testmode input test so that the input crossing feature does not take effect while
testing buttons.
Fixed a problem in the memory card manager that stoped the letter 'o' visually showing when
selecting a card name. This problem affected the original BIOS also.
Fixed a clicking sound that sometimes happened during boot if the hardware check was disabled.
Fixed a soft dip issue that could cause confusion (because we force softdips to display in
English). Basically in some games the language softdip setting is different depending on
region. For example the kof games default language now reads 'Japanese' instead of 'English'
when in Japanese mode. There could be issues like this in other games too, if you find any
please let me know.
Game Fixes
Fixed Sengoku 3 language not changing when swapping region in arcade mode.
Fixed many menu problems in the official kof2001 mvs cart when in console
mode (there are still problems though).
Fixed a Matrimelee font problem in menus on multislot hardware and in the
jukebox / crc check on slot1 hardware.
Fixed Pochi and Nyaa sound distortion in the jukebox if the game is not
allowed to run first.
Fixed missing font in crc check, jukebox, and ingame menu for KOF2003.
New and Updated Cheats
SNK vs Capcom
Samurai Shodown 5
Metal Slug 5
King of Fighters 2003
Pochi and Nyaa
Zintrick
Samurai Shodown 2
New original/hacked game CRC's to database
SNK vs Capcom
SNK vs Capcom (bootleg cart)
Samurai Shodown 5
Metal Slug 5 (MVS and AES)
Pochi and Nyaa
King of Fighters 1997 Plus
King of Fighters 2001 (alternate set)
King of Fighters 2002 Plus
Metal slug 4 Plus
Metal slug 5 Plus
SNK Vs Capcom Plus
SNK Vs Capcom Super Plus
King of Fighters 2003 (MVS and AES)
King of Fighters 2003 (bootleg cart)
Top Hunter: Roddy & Cathy (set 2)
Mame 80u2 Released
0.80u2
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.
- 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
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!
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.