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Mame 0.121u4
0.121u4-------
MAMETesters Bugs Fixed
----------------------
namcos22.c_0121u1red [Aaron Giles]
Source Changes
--------------
Added new option -update_in_pause which enables updating the screen
bitmap while the game is paused. This is useful for debuggin in
some scenarios (and gets in the way in others). [Olivier Galibert]
Added new VIDEO_TYPE_NONE to indicate that there is no screen, and
fixed internal UI displays to ignore resolution parameters if it is
specified. [Dirk Best]
Added missing consts to the files in the emu, lib, and osd
directories. [Atari Ace]
Updated drivers to use const structs and arrays where possible.
[Atari Ace]
shisen improvements: [sonikos]
- added dips location
- added dips condition
- remove fake dips coinage
- fix tow dips in matchit
Updated inputs in qrouka to support the 3rd and 4th stick. [sonikos]
Fixed crash in mngwrite if the game does not have a palette.
[Nathan Woods]
SCSP updates: [kingshriek]
- Added effect-in mixer
- Added DSP floating-point support
- Added bounds check to the DECAY1 EG output
- Fixed the saw PLFO waveform
- Fixed loop points so loops no longer go out of tune/include
garbage samples
Fixed missing profiler call in video.c. [Christophe Jaillet]
Implemented status flag in Star Wars matrix processor, which affects
gameplay speed. [Mathis Rosenhauer]
Changed M37710 CPU to use the CPU clock for its internal timer rather
than a hard-coded value. Fixes tempo in Namco NA-1 games.
[Phillip Bennett]
Fixed accidentally included change that allowed MAME to run in
windowed mode if switchres was off. [Aaron Giles]
Midway Zeus improvements: [Aaron Giles]
* Cleaned up video code, removed unnecessary math
* Added bilinear filtering
* Removed perspective correction
* Added proper video timing configuration
* Added lightgun support to invasn
* Increased resolution on fixed point math to prevent overflows
* Fixed texture addresses to only count even rows
* Added missing U/V scale factors
* Added solid polygon rendering support
* Fixed screen clear trigger
* Implemented fade out effect
* Added Z offsets
* Added support for splitting model commands
* Hooked up FIFO empty IRQ to make invasn work nicely
* Correct PIC values for invasn
* Implemented per-quad texture offsets
* Hooked up writes to registers during model data processing
New games added or promoted from NOT_WORKING status
---------------------------------------------------
Mortal Kombat 4 [Aaron Giles]
Shin Nihon Pro Wrestling Toukon Retsuden 3 Arcade Edition
[R. Belmont, smf, Guru]
Super World Stadium '98 [R. Belmont, smf, Guru]
New clones added
----------------
Trivia Master (set 3) [Eric Marks]
New games marked as GAME_NOT_WORKING
------------------------------------
Kaiun Quiz [R. Belmont, smf, Guru]
Super World Stadium 2000 [R. Belmont, smf, Guru]
As always, the diff update is available here:
PSP Custom Firmware 3.71 M33-4 Released
- Bugfix: Multidisc psx games bought in the psn store would not work due to the format being differentand M33 treating them as decrypted games.
- Added support for decrypted multidisc psx games created with popstation_md (supplied with this release).
Included in the package is a new version of popsloader.
Changelog in popsloader:
- Bugfix: Games without compression had sound issues when using 3.72 pops. Fixed.
- Added support for multidisc psx games created with popstation_md. Note: multi disc games will
only work in 3.71 and 3.72 pops. Previous pops will exit to the xmb with generic error 0x80000004
when attempting to run multidisc games.
Source and Downloads: eXophase.com
Aaron Giles WIP: MK4 now works
So I’ve been spending a good amount of time reverse engineering the Zeus chip’s behavior. Thanks goes out to the folks who offered to loan me a Mortal Kombat 4 board. So far I haven’t had to hack into it yet, but as I delve into some of the more esoteric behaviors of the chip, I suspect I will need to eventually. The board I’ve been loaned has at least been very helpful to understand what things are supposed to look like.
In the past few days I’ve finally figured a number of things out….
First off, textures now appear to be correct in most cases. It turns out there are a bunch of subtleties in the texture handling, including per-quad offsets, independent U and V coordinate scaling, ignoring the low address bit, determining when to make things transparent, etc. Getting these basics figured out means that the games are now respectable looking.
I knew Invasion ran on the same hardware as Mortal Kombat 4, but the way it handles models, textures, and interrupts was quite different. I think I’ve finally reconciled most of it, so the game boots, coins up, and plays, though there are still a bunch of models missing and glitches to figure out. I also need to hook up the light guns so you can actually try playing.
Even better, Mortal Kombat 4 is mostly playable, at slow speeds (no serious optimizations yet). Lots of glitches remain, but it fundamentally works, which is pretty thrilling given where I was a couple months ago.
As I’ve been figuring stuff out, I’ve been adding to the rapidly expanding Midway Zeus wiki page. This is pretty much a brain dump of how I understand the chip to work, and writing it down has helped me deduce a bunch of stuff.
Yet there are still a bunch more things to figure out, such as alpha blending effects, lighting, missing bits of models, extra vectors and matrices I don’t understand, crashes, weird results, etc.