Jump to content

    MAME 0.123u5 released!

    iq_132
    By iq_132,
    0.123u5

    -------

     

     

    MAMETesters Bugs Fixed

    ----------------------

    01216 [Tomasz Slanina]

    00898 [couriersud]

    01436 [Aaron Giles]

    01480 [robiza]

    01482 [Zsolt Vasvari]

    01429 [RansAckeR]

    00593 [RansAckeR]

    01478 [RansAckeR]

     

     

     

    Source Changes

    --------------

    Fixed flickering in Electric Yo-Yo. Changed qix driver to use the

    MC6845's VSYNC notification for interrupts. [Zsolt Vasvari]

     

    Removed machine from the parameters of some of the device_get_info

    and device_set_info calls because that information is stored

    with the device now. [Aaron Giles]

     

    Changed device interfaces to pass the device_config * rather

    than tokens and individual bits to the device callbacks. Updated

    all existing devices accordingly. [Aaron Giles]

     

    A number of changes to remove references to screens by index and

    make the video system based strictly upon the screen devices:

    [Zsolt Vasvari]

     

    * changed vblank_state_changed_func to now have a device_config

    argument

    * removed runnning_machine as the first parameter of a VBLANK

    callback

    * removed video_data from running_machine

    * private state screen information now hangs off the public one,

    instead of the other way around

    * combined video_global and video_private into a single structure

    * moved populating screen_state from mame.c to video.c

    * removed defstate; the default screen parameters live in

    screen_config directly

    * moved 'refresh' from public to internal video state and renamed

    it to 'frame_period'

    * changed all drivers that previously accessed 'refresh' to use

    video_screen_get_frame_period()

    * changed VIDEO_UPDATE signature to pass the screen device

    * added const device_config *primary_screen to running_machine

    * changed first argument of video_screen_* functions to take a

    device_config; all callers that used 0 for the screen number now

    use machine->primary_screen

    * changed game info screen and overlay UI to display the screen tag

    instead of screen number

    * added video_screen_get_visible_area()

    * changed render.c to use screen devices

    * removed direct driver access to machine->screen[] array

    * added video_screen_auto_bitmap_alloc(screen)

    * the Dynax/Don Den Lover games now do their updating in VIDEO_UPDATE

    instead of VIDEO_EOF. Seems to have fixed the palette problems

    * hooked up swapped videoram in Karnov properly -- same idea as

    Burger Time

    * removed the public screen_state object -- all access is via

    functions

    * removed screen[] object from running_machine

    * removed MAX_SCREENS constant -- there is no longer a hardcoded

    upper bound

     

    Changed the MC6845 to take and pass device_config's only. The

    following shook out from this that are applicable to other devices

    as well: [Zsolt Vasvari]

    - running_machine is no longer taken, passed or stored

    - mc6845_t is now private

    - since passing device_config's is not device type safe, I added a

    get_safe_token() to mc6845.c to check the device passed in for

    the valid type.

     

    Removed video_data from running_machine. Private state screen

    information now hangs off the public one, instead of the other way

    around. Combined video_global and video_private into a single

    structure. [Zsolt Vasvari]

     

    Fixed the crash in Galaga caused by the slightly altered video timing.

    [Zsolt Vasvari]

     

    Converted address maps to tokens. Changed the address_map structure

    to house global map-wide information and hung a list of entries off

    of it corresponding to each address range. Introduced new functions

    address_map_alloc() and address_map_free() to build/destroy these

    structures. Updated all code as necessary. [Aaron Giles]

     

    Fixed several instances of porttagtohandler*() in the address maps.

    Drivers should use AM_READ_PORT() macros instead. [Aaron Giles]

     

    ADDRESS_MAP_EXTERN() now is required to specify the number of

    databits, just like ADDRESS_MAP_START. [Aaron Giles]

     

    Removed ADDRESS_MAP_FLAGS() grossness. There are now three new macros

    which replace its former usage. ADDRESS_MAP_GLOBAL_MASK(mask)

    specifies a global address-space-wide mask on all addresses. Useful

    for cases where one or more address lines simply are not used at

    all. And ADDRESS_MAP_UNMAP_LOW/HIGH specifies the behavior of

    unmapped reads (do they come back as 0 or ~0). [Aaron Giles]

     

    Changed internal memory mapping behavior to keep only a single

    address map and store the byte-adjusted values next in the address

    map entries rather than maintaining two separate maps. Many other

    small internal changes/cleanups. [Aaron Giles]

     

    Changed MC6845 to take a screen tag instead of a screen number.

    [Zsolt Vasvari]

     

    Voodoo now takes a device_config for the screen. [Zsolt Vasvari]

     

    Changed TMS34010 to take a screen tag instead of screen number.

    [Zsolt Vasvari]

     

    Replaced the following macros (SMH == static memory handler)

     

    MRA*_BANK*/MRA*_BANK* -> SMH_BANK*

    MRA*_RAM/MRA*_ROM -> SMH_RAM

    MRA*_ROM/MWA*_ROM -> SMH_ROM

    MRA*_NOP/MWA*_NOP -> SMH_NOP

    MRA*_UNMAP/MWA*_UNMAP -> SMH_UNMAP

     

    This removes the silly need for a bunch of redundant constants

    with faux type definitions that didn't buy anything. [Aaron Giles]

     

    Moved some memory system constants into memory.c. [Aaron Giles]

     

    Converted atarigen and tms34061 to be handle based. [Zsolt Vasvari]

     

    Changed how the PowerPC MMU is enabled at compile time, to cut down

    on the amount of unused functions in MAME. [Nathan Woods]

     

    Some additional memory system cleanups: [Aaron Giles]

    * Made address versus byte offsets explicit throughout.

    * Removed some unused parameters.

    * Consolidated initialization process.

    * Removed maximum memory block count.

    * Centralized bank management.

    * Added masked handlers and change_pc to the accessors.

    * Added memory_get_accessors() to return a pointer to the accessors

    for a given address space/databus width/endian configuration.

     

    Adds some new 6845 varieties: MC6845-1, H46505, HD6845 and SY6545-1.

    [Zsolt Vasvari]

     

    Moved crosshair code from video.c into its own module. Simplified

    crosshair logic and made it screen device based. [Zsolt Vasvari]

     

    Saturate MultiPCM on clip and fix envelope discontinuity. [ElSemi]

     

    Fixed loading mixer settings when the driver default value is

    calculated. [Nicola Salmoria]

     

    Removed cpu_scalebyfcount(). Changed input ports to register a frame

    callback, which is called immediately after throttling and updating.

    This is the proper "sync point" between emulated time and real time.

    Moved all analog and digital port processing into a central place

    here. Added tracking of time since the previous frame update and use

    that as an estimate for the time of the current frame. This is used

    to scale analog ports without the use of cpu_scalebyfcount(). This

    is not perfect in the case where frame rates are dynamic (vector

    games), but works well for other cases. [Aaron Giles]

     

    Fixed VBLANK end time computation and video_screen_get_vblank() --

    they weren't taking into account games that use

    MDRV_SCREEN_VBLANK_TIME. [Zsolt Vasvari]

     

    Fixed 68000 prefetching operation. Previous behavior was incorrect.

    [Aaron Giles]

     

    Changed slapstic management to always install an opbase handler to

    more aggressively catch code executing in the slapstic region.

    Updated all drivers to separate the slapstic region of ROM into a

    different ROM section from the fixed ROM. [Aaron Giles]

     

    superqix.c changes: [Mike Haaland]

    - Changed vblank interrupts to 3 to fix screen drawing issues.

    - Used memory_configure_bank() to configure memory.

    - Added save states.

     

    Added some clock frequency changes which were documented in u4 but

    which did not apply due to operator error. [Corrado Tomaselli]

     

    Added layout to crop corners in Electric Yo-Yo. [Mr. Do!]

     

    Added support for Sega Virtua Processor, to run Genesis/MegaDrive

    version of Virtua Racing, intended to be used by MESS. It consists

    of a CPU core SSP1601, and updates in megadriv.c: [notaz]

    * SSP1601 replaces SSP1610, as it has been confirmed that SVP

    actually contains SSP1601. The current SSP1610 is only a

    placeholder (nearly completely unimplemented) anyway.

    * Changed megadriv.c add a new driver for Genesis/MegaDrive+SVP

    combination, also add SVP memory controller logic and memory map.

     

    Phase 2 of the Deal 'Em input changes (these work well with the

    default cabinet type, I need to do some conditional input work

    to fix them fully), and also a conversion to the resnet code.

    Unfortunately, this still doesn't fix the apparently needed

    transparency. [James Wallace]

     

    Simplified inputs, improved DIP switches, and added DIP locations

    to punchout.c, bankp.c, and baraduke.c. [RansAckeR]

     

    In asuka.c, created MACHINE_START( asuka ) to configure cpu2 banks

    with memory_configure_bank(). All drivers support save states, with

    the exception of cadash and clones, the background does not load

    properly. [Mike Haaland]

     

    Fixed M68000 build logic to only include it if enabled. [Fabio Priuli]

     

     

     

    New games added or promoted from NOT_WORKING status

    ---------------------------------------------------

    Amuse (Version 50.08 IBA) [Pierpaolo Prazzoli]

    Joker Poker (Version 16.03B) [Pierpaolo Prazzoli]

    Super Bowl (Version 16.03B) [Pierpaolo Prazzoli]

    Pit Boss II [Mariusz Wojcieszek]

    Super Pit Boss [Mariusz Wojcieszek]

    Pit Boss Megastar [Mariusz Wojcieszek]

    Megatouch IV [Mariusz Wojcieszek]

    Megatouch IV Tournament Edition [Mariusz Wojcieszek]

    Megatouch 6 [Mariusz Wojcieszek]

     

     

     

    New clones added

    ----------------

    Raiden Fighters (Austria) [Corrado Tomaselli]

     

    As always, the source diff is available here:

    http://mamedev.org/


    emuControlCenter 0.9.6.R3 released

    Robert
    By Robert,

    Front End

     

    Version 0.9.6.R3 (2008.03.10)

     

    * Added platforms

    - Amstrad GX4000

    - Texas Instruments TI-99/4A

     

    * Small updates

    - Improved ECC OS detect

    -- Slightly improved the way to detect the OS system.

    -- Removed the php_mbstring DLL, it's not used anymore, now using a internal PHP function to lowercase the OS string.

    - Fixed CRC32 calculation error on large files.

    - Fixed script creation with notepad++.

     

    * Small Platform updates

    - Robotron KC: Renamed 'Robotron KC' to 'Robotron KC series'.

    - Atari 8-bit: Renamed 'Atari 8-bit' to 'Atari 8-bit series'.

    - Amstrad/Schneider PCW/Joyce: Renamed 'Amstrad/Schneider PCW/Joyce' to 'Amstrad PCW/Schneider Joyce'.

    - Capcom Playsystem 3: Replaced the logo by a darker one (like CPS1 & CPS2).

    - Bandai Wonderswan Color: Removed the 'color' logo from the screen.

    - Amstrad CPC: Replaced the logo and re-made the teaser.

    - Amstrad PCW/Schneider Joyce: Replaced the Amstrad logo and re-made the teaser.

     

    * ECC Startup

    v2.1.3.3: Fixed an issue where ECC did not return to the original 'maximized' size when ECC was minimized.

     

    * ECC Live!

    v3.0.0.4: Fixed crash when updating ECC Live! to a more recent version.

    v3.0.0.5: Fixed an infinite loop when a update is not for the operating OS or installtype.

    v3.0.0.6: Adjusted to work with ZIP files instead of RAR files, this because there is no suitable RAR extension for PHP-GTK2 in feature update.

     

    * ECC Live! updater

    v1.1.0.6: Adjusted to work with ZIP files instead of RAR files, this because there is no suitable RAR extension for PHP-GTK2 in feature update.

     

    * ECC Bugreport

    v2.2.0.3: Adjusted the way the bugreports are stored on the server.

    v2.2.0.4: Fixed a bug that would not remove the temporary log file.

     

    * 3rd party tool updates

    - Notepad++ v4.8.2

    >> Get it HERE.


    Raine 0.50.9 and Neoraine 1.1.1 released

    Robert
    By Robert,
    neoraine (1.1.1)

     

    * The autofire options are fixed and they are now saved with your game options (as custom controls).

    * Fixed a stupid graphical glitch which can happen after a loading sequence (like on the title screen of last blade 2).

    * Fixed again scanlines (asm problem) + double pixel scaler (same problem)

    * Fixed a possible crash when using normal blits and loading a new game

    * Remapped custom keys : the multimedia keys were recognised before, bad very badly mapped since they could cause a serious buffer overflow. So they have been remapped and if you used some non standard keys in your mappings you'll have to remap them using the gui.

    * The loading is now progressive when animations are enabled, this produces a smoother animation and allows to better see some effects (notice that at speed > 2, it can still be not totally smooth because at these speeds the number of sectors loaded by frame can vary from frame to frame).

    * the turbo key (default: del) becomes like the game keys : keep it pressed to enable turbo, release it to go back to normal.

    * When changing a control, you now have the option to delete it.

    * Fix again some corruption in the savegames. This correction might fix some savegames saved before this version, but you might be obliged to create new savegames to be sure to get rid of the problem (tested with samsho4).

    * When loading a game with animations enabled and the game uses a resolution of 304x224, there could be some glitches left on the borders of the screen after the initial animation, it's fixed now.

    * Fix problems with starting some loading animations (breakers).

    * Add handling of direct writes to fix area for over top, the only game I know which needs this ! And fix the animations of overtop which were bad begining at level 2

    * Fix a remarquable bug with the memory pool : if you played in windowed mode with normal blits and resized the window while playing a game by draging a border of the window, the memory pool had an overflow after about 1s of resizing, which was ending in a violent crash ! The memory allocation is now more resistant to this kind of fun !

    Notice the bug could happen only if your window manager resizes the window in real time, that is if it sends redraw messages every time the size changes. MS Windows doesn't do that normaly, it happened in kde for me.

    * Until now if you pressed the windows key by mistake, windows throws you to the desktop, but if you were in the middle of a game, you had a ugly message when you came back, and raine/neoraine exited after you validate the message. Well it's windows specific behaviour... anyway now when you press this damned key, you are still thrown to the desktop (I don't think I can do anything to prevent this !), but you can continue your game when you come back with alt-tab. Notice that the game is not paused in this case !

    * Recompile the windows version of sdl_sound with smpeg support to be able to play some weird kind of mp3s called "free format" which couldn't be played in 1.1.0. Now if you find another unplayable format, the error message will appear on the game screen instead of the console since usually there is no console in windows ! :P

    * If starting a game which had a title bitmap (which appears after you have done "load game") in normal blits at a resolution such that width > 640 and height

    >> Get Raine HERE

    >> Get Neoraine HERE.


    MAME4ALL for GP2X 1.0 released

    Robert
    By Robert,

    Arcade emulator for the GP2X

     

    11-03-2008:

     

    This is my new MAME port for the GP2X...

    - Based on MAME 0.37b5.

    - Support for 2240 romsets.

    - Compatible with GP2X F100 and F200.

    - Support for up to 4 USB joypads.

    - Full 64 MB RAM support.

    - GP2X clock: 66 to 300 MHz.

    - Video depth: auto, 8 bit and 16 bit.

    - Video modes: standard, scaled, 4:3, rotated, border and TATE.

    - Sound options: 11 to 44 KHz (mono and stereo).

    - Underclock and overclock supported.

    - Selectable Cyclone and DRZ80 ASM cores.

    - Compatible with TV-Out (PAL and NTSC).

    - RAM tweaks integrated.

    - Only one executable (console based) with a separate frontend to select the games.

    - Access to the original MAME GUI.

    - Better performance than the previous port in a lot of games.

     

    The following things have been changed to the version shown on the RetroMadrid 2008 fair:

    - No more lock-ups.

    - Configuration files per game.

    - The sound volume can be changed in rotated modes (VolUp or VolDown + START).

    - The sound volume is not reset after a pause.

    - Documentation added.

    >> Get it HERE.


Portal by DevFuse · Based on IP.Board Portal by IPS
×
×
  • Create New...