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SSF v0.11 Alpha R2 Released Today
SSF has been updated to version v0.11 Alpha R2. Below is a translation of the change log:
-SCSP was changed from single-precision floating-point double-precision floating-point processing of sound generation.-State saves data changed version.
-DirectDraw support stopped.
-Fixed a bug that failed to get full-screen resolution.
-Internal division of the sound buffer 1 / 2 has been changed.
Author's Homepage: http://www7a.biglobe.ne.jp/~phantasy/ssf/index.html
Source: http://www.vtemulation.net/forums/index.ph...entry2188
MAME 0.135u2 Released!
Lots of ps2-based arcade stuff added!
0.135u2-------
MAMETesters Bugs Fixed
----------------------
- 03553: [Crash/Freeze] extdwnhl: Game does not start (Phil Bennett)
- 03544: [DIP/Input] mgdh, sdmg2: The joystick function missed in
mgdh and sdmg2 (Luca Elia)
- 03547: [Graphics] mgdh,sdmg2: Donden graphics in mgdh and sdmg2 are
inaccurate (Luca Elia)
- 03546: [Documentation] nkishusp: Black screen after the game start.
(Luca Elia)
- 03540: [sound] glpracr3, hvnsgate, raystorm: Missing sound.
(Phil Bennett)
- 03545: [Graphics] tekken3, tektagt: Tekken games do not proceed
into attract mode after initial screen (Phil Bennett)
- 03542: [sound] Sets/Drivers using YM2610: Missing sounds
(Phil Bennett)
Source Changes
--------------
Added driver data structs to: [Fabio Priuli]
- beaminv.c
- cball.c and capbowl.c
- changela.c, circus.c and circusc.c
- crgolf.c and clayshoo.c
- decocass.c
- docastle.c, dotrikun.c, cloud9.c and destroyr.c
- cheekyms.c
- embargo.c
- ddragon.c, ddragon3.c and fgoal.c
- bwing.c
- dday.c
- dcheese.c
- flyball.c
- freekick.c
Added driver data and save state support to: [Fabio Priuli]
- blmbycar.c
- zerozone.c, yunsun16.c, dominob.c, dogfgt.c and bogeyman.c
- blockout.c and bigevglf.c
- chaknpop.c
- albazg.c
- chinagat.c, esd16.c, f-32.c, fcombat.c, finalizr.c
- fantland.c and firetrap.c
- btime.c and scregg.c
- fitfight.c, flstory.c and funkybee.c
- fuukifg2.c and fuukifg3.c
Added save state support to: [Fabio Priuli]
- 2mindril.c, ashnojoe.c, bigfghtr.c, bublbobl.c, cchance.c,
champbwl.c, missb2.c
- compgolf.c, champbas.c, copsnrob.c, cop01.c, cosmic.c, cntsteer.c,
dacholer.c and dec8.c
- armedf.c, calorie.c, canyon.c, chanbara.c, citycon.c, commando.c,
crospang.c & cultures.c
- astrocorp.c
- ddayjlc.c, ddealer.c, deniam.c, discoboy.c, diverboy.c, dorachan.c,
dragrace.c, dreamwld.c, dribling.c, drmicro.c, drtomy.c
- dynadice.c, dwarfd.c, dunhuang.c, enigma2.c, epos.c, drgnmst.c
and egghunt.c
- equites.c, exedexes.c, exerion.c and exprraid.c
- funybubl.c, galaxi.c, gaiden.c and rocnrope.c
Removed some rogue occurrences of 'x1snd' resulting from device tag
mass-change. [Phil Bennett]
drw80pkr.c updates: [Jim Stolis]
- Added Save State Support
- Added Preliminary Dip Switch Settings
- Corrected CPU Clock Value
- Corrected Sound (Now Works)
- Narrowed Down More IO R/W Areas
tms7000: Fixed disassembly of PCREL addressing mode. [Wilbert Pol]
Added device support to the input system. Internally this replaces
PORT_CUSTOM/PORT_CHANGED, backward compatibility is achieved with an
internal dummy device. Added output lines (IPT_OUTPUT), which can be
written using new input_port_write* functions or directly from a
memory map using AM_WRITE_PORT converted adc083x to use io lines.
[smf]
ADC devices updates: [smf]
- adc08x chips are all hooked up using input/output ports
- reversed racing force steering wheel input and gas pedal, which
is enough to get the game to boot.
- reversed steering wheel input on winding heat, the usa cabinets
are however hooked up the other way.
- renamed adc0831_interface to adc083x_interface.
- fixed adc083x gnd input
- removed stray call logerror from adc083x.c
- fixed default adc083x sars value
- adc083x reset only affects outputs
Added set name to -romident. [smf]
Updated ddr 3rd mix plus protection to remove display corruption.
[smf]
RDP Updates: Fixed TMEM size, removed separate tlut, fixed tlut
uploads [angrylion]
hng64 updates:
- Added preliminary hook-up for multi-byte chain mode for sprites,
used by Buriki One and the two Samurai Shodown games
[David Haywood, Angelo Salese]
- Fixed back plane color, thus giving characteristic blue background
for POST screen [Angelo Salese]
- Improved Dual Port emulation, fixing the POST errors about it
[Angelo Salese]
- Implemented "simple" scroll register layout [David Haywood]
- Implemented "complex" scroll register layout [David Haywood]
- Corrected sprite end boundary, fixes credit messages in Buriki One
[Angelo Salese]
- Fixed scrolling text in Buriki One attract mode [Angelo Salese]
- Hooked up global bpp switch for sprites, HW doesn't seem capable
of doing per-sprite bpp switch, fixes coin credit text in Buriki
One [Angelo Salese]
- Implemented V-Blank register, fixes palette uploading in Samurai
Shodown 1 & 2 [Angelo Salese]
- Fixed sprite wrap-around [David Haywood]
- Implemented irq 11, used by the racing games for network check,
currently crashes due to an invalid parameter inside the 3d
packets [Angelo Salese]
- Added 16x16 / 8x8 tilemap mode select, fixes one scene in Extreme
Rally and transition layer in Fatal Fury WA (squares on title
screen) [David Haywood]
- Added alt layout for the roz, fixes Roads Edge graphics before the
title screen [David Haywood]
- Implemented sprite clearance capability, fixes garbage gfxs as
seen in Samurai Shodown 64 1 & 2 [Angelo Salese]
- Implemented x/y sprite global offsets, used by Samurai Shodown 64
1 ranking screen [David Haywood]
- Hooked-up backup ram [Angelo Salese]
- Documented some sprite findings [Angelo Salese]
- Re-implemented zooming in Fatal Fury WA, and added alternative
zooming mode used by the other games, they have some precision
bugs though [Angelo Salese]
- Implemented preliminary additive blending [David Haywood]
- Slight optimization to the tile dirty marking [David Haywood]
- Better documentation of mosaic and floor modes [David Haywood]
- Implemented sprite disable bit [David Haywood]
- Implemented dynamic visible area [Angelo Salese]
- Start to document 3d / framebuffer video registers, implemented a
quick hook-up that fixes Buriki One 3d model colors minus one
case [Angelo Salese]
- Implemented screen disable when the visible area regs are equal to
zero and fixed back layer [Angelo Salese]
Updated the albazg driver to use hanafuda standard inputs, eeprom
device, and memory_set_bank in place of memory_set_bankptr.
[Fabio Priuli]
System 23 update [Naibo Zhang]
- Corrected memory mapping of palette RAM and handling of palette
data. Power-On Self Test now shows correct colors.
- Changed Panic Park from SS23 to S23 game.
Galaxian3 update [Naibo Zhang]
- Fleshed out skeleton driver. Each CPU board passes many self-tests
- Master and slave CPU comms hooked up
Designated Puzzle Bang Bang (vamphalf.c) as Korean version. For this
set the title and language cannot be change. [brian Troha]
Added new module tagmap which is a simple hashed string map. Updated
device and input port lists to use the tagmap for tag searches. Also
removed the whole "quark" thing from the validity checker in favor of
using the tagmaps. [Aaron Giles]
Added Intel 8008 and National Semiconductor SC/MP CPU cores.
[Miodrag Milanovic]
INS 8060 SC/MP II support (using clock divider 2), main model renamed
to INS 8050 SC/MP. [Miodrag Milanovic]
Updated the astrocorp.c and groundfx.c drivers to use EEPROM device.
[Fabio Priuli]
Added support for SCSI command 0x2a (Write w/ 32-bit LBA), upped
input buffer size in WD33C93 controller [Harmony]
Hooked up eepromdev.c using PORT_READ_LINE_DEVICE/
PORT_WRITE_LINE_DEVICE in groundfx.c. Output ports are now affected
by IP_ACTIVE_HIGH/IP_ACTIVE_LOW (eepromdev.c has active low cs).
The previous value for callbacks in inptport.c is now tracked per
field. This saves recalculating it for PORT_CHANGED & conditional
fields wouldn't always get updated correctly. Tidied up eepromdev.c
interface. [smf]
Added sprites list stop to igs017.c. Implemented joystick mode in
mgdh and sdmg2 [Luca Elia]
Fixed audio output lengths in aviio.c. [CDiFan]
Added memory_install_write_port_handler &
memory_install_readwrite_port_handler to be consistent with
installing handlers. [smf]
CDP1869 changes: [Curt Coder]
- converted page RAM functions to use devcb
- added pull interface for predisplay
Switched from linear interpolation to antialiased point sampling
when upconverting low-frequency sound streams. This should de-muffle
low-frequency streams, treating them has having hard edges at sample
boundaries. [Aaron Giles]
Converted the following drivers to use EEPROM device: deco156.c,
eolith.c, eolith16.c, limenko.c, taito_f3.c, taito_z.c, taito_b.c,
taitojc.c, toaplan2.c and kaneko16.c. [Fabio Priuli]
Implemented use of per tile colour lookup ROM in Portraits, colour
decode is still wrong [David Haywood]
CF clear after binary operations on Intel 8008 CPU core.
[Miodrag Milanovic]
Improvements to Noraut Poker driver: [Roberto Fresca]
* A lot of work in memory maps and machine driver stuff.
* Improved Inputs / DIP switches for some games.
* Added lamps support / layouts to new working games.
* Added preliminary support to Kimble hardware.
* Added support to CGI's Credit Poker 30x games.
* Added new (and fixed old) technical notes.
* Renamed norautpn descripion to Noraut Deluxe Poker (bootleg).
* Added a placeholder for tpoker2's undumped 68705 MCU.
* Reorganized the driver, plus some clean-ups.
* Renamed kimblejp to kimbldhl. Changed game description to Kimble
Double Hi-Lo.
* Added specific memory map & machine driver to Kimble Double Hi-Lo.
* Fix the Kimble Double Hi-Lo CPU type.
* Added notes about the code obfuscation and PPI's handling/offsets.
Added Magic Card Jackpot and Magic Lotto Export to Impera Magic Card
driver. Also added PCB layouts, hardware description and technical
notes. Changed the bipolar prom dumps to serial I2C bus EEPROM.
[Roberto Fresca]
Made DEVCB_INPUT_PORT(tag) work for write callbacks. [smf]
Fixed regression in magicard.c driver [Angelo Salese]
Introduced a generic_pointers structure within machine that is
designed to hold generic pointers that are commonly used. Moved
generic_nvram, videoram, colorram, spriteram*, paletteram* pointers
there. Added AM_BASE_GENERIC and AM_SIZE_GENERIC macros for
initializing generic pointers in memory maps. Also added
AM_BASE_SIZE_GENERIC to set both base and size in one step.
[Aaron Giles]
Moved global variables out of machine/generic and into a private data
structure hanging off of the running_machine. Added newly-needed
machine parameters to coin_counter_w, coin_lockout_w, and
coin_lockout_global_w. Also added machine parameter to
set_led_state. [Aaron Giles]
Added interface functions to get the number of dispensed tickets and
to increment the count, to remove the need for direct access to these
global variables. Also added functions to get the current count on a
particular coin counter and to determine the lockout state.
[Aaron Giles]
Intel 8255A: clear input latch after reading it. [Curt Coder]
Actually use the speaker interface if provided. [Curt Coder]
Purged remaining globals from video/generic.c and audio/generic.c.
[Aaron Giles]
Fixed i386 REP prefix to use segment:SI when address size is 16-bit
(ie: when using OUTSB or OUTSW). [barry Rodewald]
Removed limited use of spriteram_3 global. [Atari Ace]
Added AM_BASE_SIZE_MEMBER() macro for specifying both base and size
structure members at once. Updated all cases where this could be
used. [Aaron Giles]
Cleaned up many driver data structs: [Fabio Priuli]
* dropped almost completely the use of generic sizes with struct
members
* reduced as much as possible accesses to cputag calls during
emulation (they are now mainly concentrated at MACHINE_START &
DRIVER_INIT)
Joker's Wild: bypassed the rng test [Angelo Salese]
Joker's Wild: implemented bare minimum to allow it to go into gameplay
and fixed tilemap graphics [Angelo Salese]
Memory regions now use a tagmap for lookups. [Aaron Giles]
New games added or promoted from NOT_WORKING status
---------------------------------------------------
Submarine [Volker Hann, Team Europe, David Haywood, Angelo Salese]
Noraut Deluxe Poker (console) [Roberto Fresca, ByteMaster]
Noraut Joker Poker (original) [Roberto Fresca, ByteMaster]
Noraut Red Hot Joker Poker (alt HW) [Roberto Fresca, ByteMaster]
Mainline Double Joker Poker [Roberto Fresca, ByteMaster]
Double Joker Poker (45%-75% payout) [Roberto Fresca, ByteMaster]
Royal on Ten (Noraut Deluxe hack) [Roberto Fresca, ByteMaster]
Credit Poker (ver.30c, standard) [Roberto Fresca, ByteMaster]
Iron (SNES bootleg) [Tomasz Slanina, Volker Hann & Team Europe]
New clones added
----------------
Cannon Ball (bootleg on Crazy Kong hardware) (set 3, no bonus game)
[Volker Hann, Team Europe]
X-Men (4 Players ver EBA) [irongiant]
Wizard of Wor (with German Language ROM) [Volker Hann]
Gorf (program 1, with German Language ROM) [Volker Hann]
Super Puzzle Fighter II Turbo (Hispanic 960531)
[Artemio Urbina, David Haywood]
New games marked as GAME_NOT_WORKING
------------------------------------
The King of Fighters Neowave (Japan) [Cah4e3]
Final Furlong (FF2 Ver. A) [Guru]
Dragon Chronicles (DC001 Ver. A) [Guru]
Netchuu Pro Yakyuu 2002 (NPY1 Ver. A) [Guru]
Soul Calibur II (SC23 Ver. A) [Guru]
Soul Calibur II (SC21 Ver. A) [Guru]
Tekken 4 (TEF3 Ver. C) [Guru]
Tekken 4 (TEF2 Ver. A) [Guru]
Tekken 4 (TEF1 Ver. A) [Guru]
Mobile Suit Z-Gundam: A.E.U.G. vs Titans (ZGA1 Ver. A) [Guru]
Capcom Fighting Jam (JAM1 Ver. A) [Guru]
Quiz and Veriety Suku Suku Inufuku 2 (IN2 Ver. A) [Guru]
Mobile Suit Z-Gundam: A.E.U.G. vs Titans DX (ZDX1 Ver. A) [Guru]
Soul Calibur III (SC31001-NA-A) [Guru]
Kinnikuman Muscle Grand Prix (KN1 Ver. A) [Guru]
Taiko No Tatsujin 9 (TK91001-NA-A) [Guru]
Tekken 5.1 (TE51 Ver. [Guru]
Airline Pilots (Rev. A) [f205v]
Sega Tetris [Guru]
Noraut unknown set 1 (console) [Roberto Fresca, ByteMaster]
Noraut unknown set 2 (console) [Roberto Fresca, ByteMaster]
Noraut Joker Poker (V3.011a) [Roberto Fresca, Alan Griffin]
Poker / Black Jack (Model 7521) [Roberto Fresca]
Kimble Double Hi-Lo [Roberto Fresca, Alan Griffin]
DRHL Poker (v.2.89) [Roberto Fresca, Siftware]
Magic Card Jackpot (4.01)
[Roberto Fresca, Team Europe, krick & The Dumping Union]
Magic Lotto Export (5.03)
[Roberto Fresca, Team Europe, krick & The Dumping Union]
Anyway, the diff file can be found here http://www.mamedev.org
Thanks to kof2112 for the news.
New 3Dfx Glide wrapper, nGlide 0.90
Hi.
I'm Zeus, main creator of the new free 3Dfx Glide wrapper, nGlide.
This month was the first release of the wrapper.
Link to nGlide 0.90 http://www.zeus-software.com/downloads/nglide
Site contains description about wrapper, faq, supported games list and
of course downloads.
MAME 0.135u1 Released!
0.135u1-------
MAMETesters Bugs Fixed
----------------------
- 03535: [Documentation] 3stooges: P1-P2-P3 button does not match
documentation (input (this game)) (David Haywood)
- 02734: [Crash/Freeze] videocba, videodad, blckjack: Crash
immediately after OK (Firewave)
- 00941: [sound] tp84: The startup 'tune' no longer sounds like the
original game after the fixes to the SN76496 sound core.
(Lord Nightmare)
- 03494: [Gameplay] batridc, batrid, batridk, batridu: 'Guest
Player', 'Special Course', 'Player Select' dipswitch
settings reversed (Fabio Priuli)
- 02155: [DIP/Input] mole: Incorrect buttons mapping. (M.A.S.H.)
- 03498: [Graphics] sengekis, sengekisj: Missing graphic layer in
Stages 3 and 5 (David Haywood)
- 03509: [Graphics] galpans2, galpans3, panicstr: Input test screen
shows zoomed in text (David Haywood)
Source Changes
--------------
Updated LFO information in YMF271 core. [brian Troha, Nicola Salmoria]
Fixed parent relationship between sbrkout3 and sbrkout.
[Lord Nightmare]
Removed some magic numbers from machine/psx.c, replaced with #defines.
[Harmony]
Change to consistently use Intel notation for hex values in TMS32010
disassembler, rather than a mix of Motorola and Intel notation.
[Lord Nightmare]
Z80: Check for NOP in interrupt mode 0. This allows code like ei /
halt / di to work correctly. A better solution would be to implement
full support for arbitrary opcodes in mode 0. [Dirk Best]
igs017.c update [Luca Elia]
- Merged in some IGS031 based games (igs_m68.c, tarzan.c)
- Implemented tiles flip x and video disable
- Added hopper simulation to mgcs
- Decrypted mgdh
Almost complete decryption of starzan and tarzana [iq_132]
Documented presence of Namco customs on the Pole Position bootleg
(Top Racer) sets. Removed Namco devices from bootlegs which don't
have them. [David Haywood]
Added save state support to plygonet.c and the DSP56156 CPU core.
[Andrew Gardner]
Updated SN76489/A to have correct PRNG waveforms (a 0 bit was missing
at the beginning, and beginning of SN76489 waveform was all 1s
instead of 0s as measured on hardware). Added SN94624 (same as
SN76489). [Lord Nightmare, plgDavid (David Viens)]
IGS blitter based games update [Luca Elia]
- Renamed driver to igs011.c and cleaned it up
- Renamed some sets according to chinese title
- Implemented hopper in lhb, lhb2, wlcc
- Decrypted ryukobou
i386 core fixes: [barry Rodewald]
* Added Nested Task flag, and I/O Privilege flags. They aren't
implemented in any way, but can now be set or reset. Can be used
to detect a 80386 or later CPU.
* Implemented ENTER instruction.
* Made IRQ vectors treated as 8 bytes when in protected mode, and
made the addresses pushed onto the stack 32-bit if the gate
descriptor used is a 386 interrupt or trap gate (also when in
protected mode, will always be 16-bit if in real mode).
Fixes to default mapping as well as comment/information fixes for
Mole Attack [M.A.S.H./Tafoid]
Identify puyoj set as Rev B and correct various rom names.
[smitdogg, Dumping Union]
Improved Super Nova sprite shrinking, used by Gals Panic S2 and
Sengeki Striker. [David Haywood]
Improved dips in Mahjong Vegas. [nightsoil]
Added emulation of background graphics (blitter), sound and inputs to
skimaxx.c [Luca Elia]
Refactored Z80, i8237, and i8257 DMA to use devcb. [Curt Coder]
Fixed RGB555 palette RAM format in Soccer Superstars [Angelo Salese]
Allowed child CPUs to be used in read8/write8 callbacks. [Curt Coder]
Jaleco Mega System 32 update: [David Haywood]
* Added correct RAM sizes as per Charles McDonald's notes
* Implemented priority in the same manner as tetrisp2
* Add shadows via custom mixing (gametngk and tetrisp / tp2m32 are
much improved)
* Added the alt tilemap layout used by f1superb for the backgrounds
* Added f1superb notes and IRQ generation code from nuapete
Tournament Solitaire (pcat_dyn) improvements [luigi30]:
* Added newer version of toursol, renamed existing to toursol1 and
the new one is now toursol
* Set toursol date to 1995
* Set toursol CPU speed to 40MHz
Many improvements to konamigx rendering, specifically improving
Soccer Superstars and Rushing Hero. [David Haywood, Angelo Salese]
Implemented input buffer copy protection in Rushing Heroes, game is
now somewhat playable with heavy gfx glitches [Angelo Salese]
Fixed Konami GX type 4 protection seed $d15, used to protect a sprite
bank in Run & Gun 2 / Slam Dunk 2 [Angelo Salese]
Fixed sprite ROM loading in Slam Dunk 2 [David Haywood]
Added missing BLTZAL opcode to the RSP core. [angrylion]
Control fix for Strike Gunner S.T.G. to allow a 3rd button mapping
for each player - thus allowing for the feature of merging ships in 2
player games. [Tafoid]
Marked cosmic alien colors as wrong, added TODO to the driver for
fixing colors. Added new XTAL value for cosmic alien and switched
driver to use it. [Lord Nightmare]
Fixed colors in Greyhound games [Mariusz Wojcieszek]
Restored Final Gorodi and Wyvern Wings to working. [brian Troha]
Fixed gfx decoding and hooked up mc6845 in the Forte Card driver
[Angelo Salese]
Removed dual layout, added Map base video register and fixed
transparent issues in the Jackpot Cards driver [Angelo Salese]
MC680x0 update: [R. Belmont]
- Reworked PMMU/core interface so PMMU now sees all cop 0
instructions
- Improved disassembly of PMMU instructions
- Preliminary 68LC040 support
- Fixed disassembly for EC/LC variants of '030/'040
Patched NVRAM check in Jackpot Cards, makes the game playable but you
cannot save settings so it's not yet working. [Angelo Salese]
Trashed the old pre-accurate-clocking STEP based sample averaging
scheme from sn76489 and friends, vastly simplifying the code. Made
the output bipolar rather than only above the 0 line. Added missing
statement to the get_safe_token function for the recently added
SN94624. [Lord Nightmare]
Many N64 RDP fixes.
[angrylion, Ziggy, Gonetz, Orkin, DrgnMndd, Harmony]
Cleaned up toaplan2 V25 support, enabled Batsugun V25 and added
decryption table info for the other games [David Haywood]
Improved the V25S memory map in Batsugun, now CPUs starts to
communicate properly, needs to find & implement the irq that clears
the RAM flag and decrypt the relative opcodes in that. [Angelo Salese]
More Greyhound improvements: [Mariusz Wojcieszek]
- added dip switches for Super Poker
- improved inputs in Sports Authority
Expanded some sound chip tags to specifically indicate they are sound
chips (generally, "ay" becomes "aysnd", "fm" becomes "fmsnd", etc)
[Aaron Giles]
MIPS3 TLB fixes: [Aaron Giles]
- now properly generating TLB fill exceptions under correct
circumstances
- TLB exceptions no longer trash low 4 bits of Context
- exceptions with the EXL bit set always go to vector 0x180
- fixed bug in vtlb code that caused us to lose track of previously
registered fixed page ranges
- fixed MIPS3 behavior that would not clear out invalid page ranges
from the VTLB under certain circumstances
- added support for TLB sizes less than 48 entries
- fix TLBMOD exceptions so they also properly set BadVAddr
Added NCR7496 variant to sn76496.c. Updated comments to show which
chips are currently verified. Cleaned up comments. [Lord Nightmare]
Fixed the 64-bit crashing issues in N64 [Harmony]
Fixed out-of-bounds array accesses in the peplus and videopkr drivers
[Oliver Stoeneberg]
Merged findout.c and getrivia.c into gei.c [Mariusz Wojcieszek]
Fixed broken DRC logging. [Aaron Giles]
Fix PowerPC 603 translation so it doesn't get stuck in an infinite
loop after the first fixup. [Aaron Giles]
Added driver data struct and save state support to pandoras.c,
marineb.c, m10.c, m14.c, m52.c, m57.c, m58.c, m62.c, m63.c,
travrusa.c, adp.c, n8080.c, atarifb.c, astinvad.c, avalnche.c,
battlex.c, carjmbre.c, popper.c, spaceg.c, bankp.c, battlane.c,
blockade.c, blueprnt.c, brkthru.c bsktball.c, hexa.c
[Fabio Priuli]
Added driver data struct to espial.c, zodiack.c, 4enraya.c, 1942.c,
1943.c, ace.c, albazc.c, arabian.c, aeroboto.c, astrof.c, ambush.c
angelkds.c, arkanoid.c. [Fabio Priuli]
Replaced model3.c fatalerror() calls with development-friendly
logerror() calls. Also allows dayto2pe to boot again. [Phil Bennett]
hng64: Improved the Samurai Shodown 64 2 i/o simulation comms, now
inputs works and enters into proper gameplay. [Angelo Salese]
Merged some include files and merged audio/fghtbskt.c in
drivers/m63.c. [Fabio Priuli]
Got rid of SN76496's R->OldNoise since it causes problems for
gamegear/sms. Changed noise taps accordingly. Redid change to
gamegear/sms for XOR vs XNOR, now verified by Justin Kerk. Verified
gamegear noise taps thanks to sample provided by Justin Kerk.
Add stereo sound support to sn76496.c for gamegear.
[Lord Nightmare, Justin Kerk]
Added a MDRV_EEPROM_NODEFAULT_ADD macro for drivers which do not need
default data size / data. [Fabio Priuli]
Updated 20pacgal to use EEPROM device. Proper save state support still
needs some work (to handle the rom banking mechanism). [Fabio Priuli]
Updated galgbios to use EEPROM_NODEFAULT. [Fabio Priuli]
Added PORT_CUSTOM(eepromdev_bit_r) for EEPROM devices. [Fabio Priuli]
Fixed wrong order parameters in memset (spotted by Beledgol).
[Fabio Priuli]
Verified/changed clocks and vsyncs on the following games:
Aerofighters (only vsync), Power Spikes, Turbo Force (only vsync),
Guzzler/Swimmer (same pcb), Exerion and Karate Champs Vs.
[Corrado Tomaselli]
hng64: rewrote the MCU simulations, basically to be more clean than
before [Angelo Salese]
hng64: improved MCU simulation and added inputs in Beast Busters 2nd
Nightmare, it can now reach gameplay mode too [Angelo Salese]
hng64: removed Program Counter-based routines in Samurai Shodown 64
1/2, this fixes the first episode that can now be coined up, however
it hangs soon after that [Angelo Salese]
Renamed drw80pkr to drw80pk2. Appears to be later version and MN
jurisdiction specific. [Jim Stolis]
Replaced drw80pkr with older dump from [Team Europe].
Added various graphics improvements and corrected colors to drw80pkr.
Game boots much farther and cleaner. Additional graphics/memory
cleanup and preliminary input support [Jim Stolis]
hng64: work-around to get to the character screen in Samurai Shodown
64, hangs again after it [Angelo Salese]
Added driver_data struct to appoooh.c and boxer.c. Also merged boxer
video emulation into drivers/boxer.c. [Fabio Priuli]
Added dual screen output to the Konami GX Type 3/4 games
[David Haywood]
Fixed possible NULL pointer dereference in video/dec0.c
[Oliver Stoneberg]
Added save states to bionicc.c. [Fabio Priuli]
New games added or promoted from NOT_WORKING status
---------------------------------------------------
Mahjong Super Da Man Guan II
[Luca Elia, Pierpaolo Prazzoli, Guru, Xing Xing]
Mahjong Man Guan Da Heng [Luca Elia, Guru, The Dumping Union]
Touche Me [David Haywood]
Skimaxx [Luca Elia, Phil Bennett]
Dream 9 Final [Angelo Salese, David Haywood]
Soccer Superstars [David Haywood, Angelo Salese]
Rushing Heroes [David Haywood, Angelo Salese]
Run & Gun 2 [David Haywood, Angelo Salese]
Super Poker [Mariusz Wojcieszek]
GEI Multi Game [Mariusz Wojcieszek]
Sport Authority [Mariusz Wojcieszek]
Oh! Paipee [Takahiro Nogi]
Tougenkyou [Takahiro Nogi]
New clones added
----------------
Super Street Fighter II: The New Challengers (Hispanic 930911)
[Artemio]
Silent Scope (JZD) (not working) [Guru}
Tarzan (V107) (not working) [iq_132]
Mahjong Ryukobou (Japan, V030J) [Luca Elia, Guru, Dyq, Bnathan]
Ultimate Tennis (Japan) [David Haywood, Aaron Giles]
The Big Breakfast (5 sets) [AGEMAME Development]
Gals Panic S - Extra Edition (Korea) [Choi Sung Ho]
Light Bringer (Ver 2.20 1994/04/08) [Choi Sung Ho]
Mad Crusher (Japan) [David Haywood, Andrew Welburn]
Cosmic Alien (first version) [Andrew Welburn, Lord Nightmare]
Dungeons & Dragons: Shadow over Mystara (Hispanic 960223)
[Artemio Urbina, David Haywood]
Mega Man 2: The Power Fighters (Hispanic 960712)
[Artemio Urbina, David Haywood]
Last Duel (Japan) [Chack'n, Team Japump!!!]
Joker Poker (Version 16.04BI 10-19-88, Joker Poker ICB 9-30-86)
[Mariusz Wojcieszek]
Joker Poker (Version 16.03BI 5-10-85, Poker No Raise ICB 9-30-86)
[Mariusz Wojcieszek]
Amuse (Version 30.08 IBA) [Mariusz Wojcieszek]
R-Type II (Japan, revision C) [Andrew Welburn]
Popeye Man (hack) [Team Japump!!!]
Steraranger (Moon Cresta bootleg) [siftware]
New games marked as GAME_NOT_WORKING
------------------------------------
Mega Man 2: The Power Fighters (Hispanic 960712) [Artemio]
Super Tarzan [f205v, Mirko Buffoni, iq_132]
Mahjong Nenrikishu SP [Guru, Dyq, Bnathan]
Print Club 2 (U 970921 V1.000) [Guru, Angelo Salese]
Print Club 2 Vol. 3 (U 990310 V1.000) [Guru, Angelo Salese]
As always, the source diff is located here:
http://mamedev.org/updates.html
Thanks to Lord Nightmare on the MAMEWorld forums for the news.