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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
Mame 81 U1 U2 U3 Released
0.81u3
------
clean compile required otherwise things won't work as they should
General Source Changes
----------------------
Various ZN updates [smf, R.Belmont]
several games are improved (Brave Blade, Judge Dredd etc.) but still need work
Made Raiden DX display something (but not much)
i386 Core Fixes + SPI improvements [Ville Linde]
senkyu / ejanhs now do something
Preliminary PGM sound emulation [Olivier Galibert]
has bad sounds + causes crashes for now
Centipede Driver Cleanup [Aaron Giles]
Reset Fix / Timer Bug Fix [Aaron Giles]
New Games supported or promoted from GAME_NOT_WORKING status:
-------------------------------------------------------------
Cool Boarders Arcade Jam [R.Belmont, smf]
New Non-Working games / clones supported
----------------------------------------
CPS-3 System
this will never work (encryption etc.) driver does NOTHING, for reference only
Street Fighter III etc.
0.81u2
------
Minor Update, just to help me stay in sync
General Source Changes
----------------------
Various ZN updates [smf, R.Belmont]
Improvements to Raiden 2 decryption
New Games supported or promoted from GAME_NOT_WORKING status:
-------------------------------------------------------------
Rival Schools [smf, R.Belmont]
Shanghai Matekibuyuu [R.Belmont, smf]
0.81u1
------
Just a dev-sync update, done by request
General Source Changes
----------------------
Fixed a bug with Beastorizer hi-score portraits [smf]
Fixed another Hyperstone bug [Pierpaolo Prazzoli]
Partial Raiden 2 Sprite Decryption (check sprite gfx with viewer, F4)
New Non-Working games / clones supported
----------------------------------------
Sega Model 1 [Olivier Galibert]
some vital tgp coprocessor functions are not simulated correctly
Virtua Fighter
Virtua Racing
Star Wars Arcade
Wing War
Raiden DX
Zero Team / New Zero Team
unemulated protection
Mame 0.81 Released
MAME 0.81
General Source Changes
Various ZN related updates [smf, R.Belmont]
several games now display more, for example primrag2 plays the intro movie
i386 CPU core (used by the SPI driver) [Ville Linde]
ST-V Improvements [Mariusz Wojcieszek]
gfx in colmns97 / sassisu / ejihon are improved
CHDMan CHDCD creation fix [R.Belmont]
Improved timing of several 68k instructions [sebastien VOLPE]
these changes could do with being verified on a real 68k
m68kcpu.h, m68kcpu.c:
---------------------
A) scc (68000 only): CYC_SCC_R_FALSE was defined, not used, and misnamed as
the extra 2 cycles happens when CC is true: now used and renamed to
CYC_SCC_R_TRUE
m68kmake.c:
-----------
add/adda/and/or/sub/suba (68000 only): the 'extra 2 cycles' cases were not
handled correctly: corrected to be effective on.l only, and also on register
direct (previously, all sizes were affected, and only in immediate mode)
C) jmp d(An,Xn) / pea (An) (68000/68010): tables corrected
D) movem (68000/68010): generated basecount were incorrect in many cases, so I
added a dedicated table
m68k_in.c:
----------
E) movem.l d(PC),reglist / movem.l d(PC,Xn),reglist (68000/68010): changed
basecount
F) asr/asl/lsr/lsl/ror/rol/roxr/roxl (68000/68010): added '+2n' cycles where
missing, as the shift/rotate memory is the only case where '+2n' does not
apply, and is treated in a specific opcode handler.
Fixed small v60 bug related to Aaron's recent changes [Olivier Galibert]
Fixed several small Hyperstone CPU core bugs [Pierpaolo Prazzoli, Mooglyguy]
Fixed a couple of compile warnings for other compilers [Lawrence Gold]
New Games supported or promoted from GAME_NOT_WORKING status:
-------------------------------------------------------------
Gallop Racer [smf]
Beastorizer [R.Belmont, smf]
both of these have very bad sound emulation
New Non-Working games / clones supported
----------------------------------------
Seibu SPI System (+ related hardware) [Ville Linde]
gfx are encrypted, sound communication not understood, help on this is welcome.
Senkyu / Battle Balls
Viper Phase 1
E-Jan High School
Raiden Fighters
Raiden Fighters 2
D-Day (Jaleco) [Pierpaolo Prazzoli]
unemulated Jaleco protection chip
New Zintrick Mvs By Razoola
Zintrick CD to MVS conversion
-----------------------------
Here is a more accurate Zintrick CD conversion to run on MVS hardware. It
has a number of fixes over that bad conversion that tries to pass the CD
version off as a prototype. Main differences in this version over
that one include;
- The NeoGeo spinning logo shows before attract mode starts.
- Does not lockup when a 2nd player tried to join a game.
- Has coin counters added into the bottom of the screen.
- Has the level indicator included if enabled through soft dips.
- Has the standard ADK 8x8 bios font where it should be.
- Has more sound effects though its still not accurate.
Just to stress I did this just to see how easy it is to convert a CD system
game to run on MVS hardware. And I must say it is very easy, one can get
this game running by simply applying 2 byte patches to the CD versions
68k code. I think however that Zintrick is probably the least challenging
to actually do. Do not expect or ask me to do other conversions.
Note
----
Looking at the M1 rom it appears that all the music tracker data is still
in the M rom but is somehow disabled. If one could enable this again it
would be posible to have music back into the game once samples were added
into the V roms in the correct places (sampled from the udio tracks maybe).
text by Razoola
host :www.neogeopro.com by igniz
http://www.neogeopro.com/protos/zintrick/zintrkcd.zip


System: NEORomName: zintrkcd
Game: Zintrick (Hack / Bootleg)
[Program]
211-p1.bin,0,100000,9A0BFE0A,0
[Text]
211-s1.bin,0,20000,56D16AFA,0
[Z80]
211-m1.bin,0,10000,FCAE1407,0
[samples]
211-v1.bin,0,100000,781439DA,0
[Graphics]
211-c1.bin,0,200000,76AEE189,0
211-c2.bin,1,200000,844ED4B3,0
[system]
CartridgeID: 211
GfxCrypt: 0
GfxKey: 0
ButLayout: 9
Fix: 0
