- 0 replies
- 1,792 views
- Add Reply
- 5 replies
- 3,721 views
- Add Reply
- 0 replies
- 1,885 views
- Add Reply
ColEm 2.5 released

Colecovision emulator
The Latest Version of ColEm is 2.5Starting with this version, I am releasing Unix and Maemo ports of ColEm. The ColEm-Unix port has been tested on Ubuntu Linux. Both Ubuntu binaries and the source code are available from this page. If you have problems compiling ColEm on other flavors of Unix or Linux, let me know.
The ColEm-Maemo port will run on Nokia's N800/N810 internet tablets using Maemo OS2008 (aka Chinook). It has been specifically optimized for these tablets, making use of the touch screen and a few pieces of ARM assembler code. The ColEm-Maemo source code is also available for those who would like to learn from it.
ColEm supports both standard and SuperAction controllers, including the spinners (controlled with mouse movement). I have also started adding Coleco Adam emulation but it is not finished yet.
New in This Version
- Yet again ported ColEm to Unix using the new EMULib framework. The new ColEm-Unix has been tested to compile and run on Ubuntu Linux but should work on any other Unix. ColEm-Unix source code is included with the core source code distribution.
- Ported ColEm to Maemo OS2008 used in N800 and N810 internet tablets from Nokia. ColEm-Maemo has been specifically optimized for the tablets using ARM assembler. It will simulate joypad with the touch screen and automatically open *.cv/*.cv.gz files from the file manager. ColEm-Maemo source code is included with the core source code distribution.
- Renamed -zoom/-nozoom to -soft/-nosoft.
- Added -scale option to scale window on Unix.
- Added -home to set home directory with system ROMs.
- Options -tv/-notv, -soft/-nosoft, and the [F8] key now work for both MSDOS and Unix.
- ColEm-Symbian display routines rewritten in ARM assembler for speed.
- Split ColEm-Symbian configuration menu into four tabs, making "Video" and "Audio" settings separate.
- Added "Audio Latency", "Skip Frames", and "Sync Updates" settings to ColEm-Symbian.
- Documentation and built-in help changed, many inconsistencies removed.
>> Get it HERE.
MAMEOSX-0.124 released
Glide64 'Napalm' Public Release 1.0

Plugin
Ladies and gentlemen, boys and girls!
The Glide64 Team proudly presents you the new release of our project – 'Napalm'!
The project now consists of three parts. The main part – Glide64 graphics plugin – was changed a lot since the previous public release. It’s simply impossible to list all modifications. New version has tons of bugfixes and optimizations. Large number of special effects implemented. Lots of hacks removed, because they are not necessary anymore. Lots of previously unplayable games are playable now. Lots of games, which worked good before now work even better. Screen shots of most noticeable improvements were posted on our forum. Check also the updated screen shots gallery.
The second part – Glitch64 glide wrapper – was also changed much. Beside various fixes and optimizations it now supports anisotropic filtering and compressed textures.
The third part – GlideHQ – is a new module, which implements various texture enhancement techniques. It supports 6 texture filters, 7 methods of texture enhancement, 2 methods of texture compression. Beside that it fully supports Rice’s format of Hi-Resolution texture packs, with various optional techniques to save texture memory.
Project related documentation was improved too. We put all useful docs in one file 'Glide64 Info.chm'. Please read 'Readme' part of it, at least first two chapters, with general information and setup instructions.
Due to huge number of changes, new bugs might be introduced too. Despite the intensive beta testing during all period of development, some issues had been found and fixed right before the release. Thus, if you will find an issue, which is not mentioned in the 'Known Issues' part of the documentation, please report about it on our forum.
I gave this version codename 'Napalm'. 'Napalm' is also the codename for VSA-100 graphic chip, on which 3dfx Voodoo 4 and Voodoo 5 series were built. I still use Voodoo 5 in my home PC. This version of the plugin uses a lot of VSA-100 special abilities; therefore it was also named ‘Napalm’. BTW, there are few effects, which you can see only on VSA-100 based cards, or on N64 itself. Check 'Games Tips and Tricks' part of the documentation for details.
>> Get it HERE.
Mame 0.124u4

0.124u4------------
MAMETesters Bugs Fixed
-------------------------------------
00426: [Core] tenkaibb, mjreach: don't bootup correctly. (Emuman)
01711: [Gameplay] connect4, mpu4met0, mpu4tst2, mpu4utst, bctvidbs: Using -CHEAT trigger causes a crash (Atari Ace)
00149: [Misc.] No error report for invalid BIOS setting. (Atari Ace)
01588: [Core] timecrsa, timecris: MAME simply quits after pressing F3 in both sets, game cannot be run (Atari Ace)
01733: [Core] diehard: Game fails to start (Aaron Giles)
01710: [DIP/Input] spacetrk, sptrekct: Cannot insert coins in both sets (Aaron Giles)
01721: [DIP/Input] sspaceat, sspacat2, sspacat3, sspacatc : Problems with inserting coins. (Aaron Giles)
01740: [DIP/Input] carnival, headon, heiankyo, pulsar, samurai, tranqgun : Is not possible to insert any coin. (Aaron Giles)
01724: [Core] garou, garouo: Can't start the game (Aaron Giles)
01732: [Core] kof99, kof99a, kof99e: Game doesn't start (Aaron Giles)
01742: [interface] punchout, armwrest + many vsnes.c and playch10.c games: Refreshspeed causes fatal exception in punchout (Aaron Giles)
01670: [Graphics] kungfum, kungfud, spartanx, kungfub, kungfub2: Main character sprite not hidden at end of level. (Nicola Salmoria)
01686: [Graphics] ldrun3, ldrun3jp: visible area problem (Nicola Salmoria)
00248: [Graphics] repulse: Once the player has been shot, a misplaced tile appears on the screen. (robiza)
01145: [Graphics] sonofphx, 99lstwar, 99lstwrk, repulse: When you die in the first level, there's a red graphics glitch at the lower left. (robiza)
00498: [Graphics] sonofphx, 99lstwar, 99lstwra, 99lstwrk, repulse: When the end-level mothership appears in the stage 4, it shows through the trees and scrolls showing through. (robiza)
Source Changes
------------------------
Improvements to aerfboo2: [robiza]
- fix bg1 and bg2 offset
- fix sprites
- promoted to "working" (NO SOUND)
Added a macro for the CDP1869 interface, and made write handlers optional. [Curt Coder]
Fixed offset sprite/background in kyugo.c. [robiza]
Fixed the 6502 family of disassemblers to show the correct bit to operate for BBR, BBS, RMB and SMB instructions. (65C02/65CE02 CPUs and variants) [Roberto Fresca]
Fixed 2 opcodes for quizf1: now the little machines move correctly. [robiza]
Converted the ppi8255 implementation to a device. [Wilbert Pol]
Changed the inline validity checks to work around GCC bug #35885. [Wilbert Pol]
Expanded the set of memory accessor functions. In addition to direct byte, word, dword, and qword accessors for all bus sizes, there are now masked word, dword, and qword accessors for all bus sizes. [Aaron Giles]
Further CPS1 improvements:
[Nicola Salmoria, Corrado Tomaselli, Charles MacDonald]
* fixed layer enable at the end of stage 4 in Varth.
* increased Varth CPU clock to 12MHz to reduce slowdowns (the game was released after sf2ce so the faster A-board was available).
* verified more gfx rom mappings against PAL dumps (thanks to Corrado)
* verified memory maps using A-board PAL dumps (thanks to Charles)
* separated the address ranges for CPS-A and CPS-B customs. This finally clarifies why some registers are fixed and some change with every game.
* identified three new unknown registers in the CPS-B-21 custom. Their purpose is unknown.
* all unhandled accesses to CPS-A/CPS-B registers will now be reported. There shouldn't be any left. Look out for "contact MAMEDEV" popups.
* cleaned memory maps. Moved forgotten worlds special input memory handlers to DRIVER_INIT.
* moved extra input handlers to video/cps1.c since the extra connectors are on the C-board.
* added sound to Final Crash.
* lowered SF2 clock speed to 10MHz. This is on the assumption that, since the 12MHz A-Board is called "89626A-4 DASH", it should have started to be used with SF2 DASH--that is, sf2ce.
Inverted the sense of the memory mask that is passed to read/write handlers. Previously, the mask indicated which bits were NOT requested to be read/written. Now, the mask indicates which bits ARE to be read/written, which is more logical. Updated a number of drivers and the MIPS CPU cores to comply. [Aaron Giles]
Funworld updates: [Roberto Fresca]
- Removed the temporary hack to jolyc980.
- Updated technical notes
- Moved snookr10 to its own driver.
- Minor clean-up.
Improved the IGS017 based games: [Luca Elia]
- iqblocka: bypassed the protection, emulated the video hardware, inputs and sound.
- tjsb: it now boots and has partially decrypted graphics.
Added new Windows option -watchdog, which creates a watchdog thread that forcibly kills the application after a certain number of seconds. Primarily intended to be used in regression test runs to handle the occasional hung game. [Aaron Giles]
Improved popper.c colors useing resistor values from schematics. [couriersud, Joe Magiera]
Changed and verified cpu frequencies on kyugo.c games. Gyrodine and 99 the last war and clones run on the same board. [Corrado Tomaselli]
Added preliminary 68681 DUART (machine\68681.c) [Mariusz Wojcieszek]
Moved Microtouch touch screen controller emulation to separate module (machine\microtch.c). [Mariusz Wojcieszek]
Specifying an invalid bios is now a fatalerror. Also, "default" is no longer a special BIOS type; if you want the default BIOS, leave the bios option blank. [Atari Ace]
DEC T-11 CPU improvements: [Miodrag Milanovic]
- HALT - now calls interrupt vector
- ILLEGAL - had PC=0 at the end which makes code not run fine
- MARK - now it is implemented
Memory map merge for twin16 driver. [Andrew Gardner]
Removed silly idle skip code in prehisle driver. [David Haywood]
AY-3-8910 rewrite: [couriersud]
* adds a model to calculate mixing of channels with different resistance loads.
* based on above, each channel may be assigned a different load in individual case, i.e. channels not tied together
* rewrote ay8910.c to make emulation simpler
* changed the config structure to include a flag field and output resistor loads.
* Updated all drivers affected.
* Added some "Todos" related to stuff I discovered when reading datasheets.
* Fixed a bug in disc_flt.c (konami filters)
Fixed discrete sound and konami filter addressing in galaxian driver. Also changed addressing of AY-3-8910 to be in line with schematics. [couriersud]
Added discrete sound for filtering ("konami"-style) and mixing in gyruss.c. [couriersud]
Changed UI to allow volumes higher than 2.0. [Nicola Salmoria]
Changed code which used assignment in conditionals to break out the assignment. [Atari Ace]
Converted a large number of Machine -> machine and removed #include "deprecat.h" where possible. [Atari Ace]
New games added or promoted from NOT_WORKING status
----------------------------------------------------------------------------------
Side by Side [Maruwa]
Jumping Pop (NICs, Korean bootleg of Plump Pop) [Robin Cooper, David Haywood]
Touchmaster [Mariusz Wojcieszek]
Touchmaster 3000 [Mariusz Wojcieszek]
Touchmaster 4000 [Mariusz Wojcieszek]
Touchmaster 5000 [Mariusz Wojcieszek]
Touchmaster 7000 [Mariusz Wojcieszek]
New clones added
-----------------------------------
Aero Fighters (bootleg set 2) [robiza]
1942 (Williams Electronics license) [Quarterarcade]
Rygar (US set 3 Old Version) [Corrado Tomaselli]
Ghosts'n Goblins (Italian bootleg, harder) [Corrado Tomaselli]
New games marked as GAME_NOT_WORKING
------------------------------------------------------------------------
Apple 10 (Ver 1.21) [Roberto Fresca]
Ten Balls (Ver 1.05) [Roberto Fresca]