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Mame 0.121 released
0.121--------
MAMETesters Bugs Fixed
-----------------------------------
dunhuang0120u3gra [Vas Crabb]
Source Changes
------------------------
Updated DIP locations in the following drivers: [Vas Crabb]
- bublbobl.c: bublbobl, tokio
- cps1.c: all games
- dunhuang.c: dunhuang
- mario.c: marked all as active high (confirmed from manuals)
- segag80r.c: astrob2, astrob1, spaceod and pignewt
- segag80v.c: all games, fixed switch ordering
Made more functions static to reduce namespace pollution. [Atari Ace]
Improvements to the Touchmaster driver, still labelled not working. You can actually play tm and tm3k, but sometimes you have to reset because they stop registering the touchscreen input. tm4k is protected and hence totally unplayable. [Luca Elia]
Fixed compilation problems with altivec accelerators. [Vas Crabb]
Fixed bug in Voodoo statistics accumulation. [Atari Ace]
Reverted to old behavior where even with -switchres disabled, MAME will use exclusive mode when rendering with Direct3D. This means some of the switching to/from fullscreen mode problems will come back, but should prevent confusion over poor performance by default. [Aaron Giles]
Made it a non-fatal error if we are unable to change a joystick to absolute mode in the Windows input code. Some drivers apparently freak out about this. [Aaron Giles]
Defined a couple more inline functions: div_64x32_rem and the unsigned equivalent divu_64x32_rem. Added inline implementations for GCC x86 and MSVC. [Aaron Giles, Vas Crabb]
Cleaned up timer interfaces. Created new module attotime which manages a new structure type attotime, equivalent to the old mame_time. All time math functions are now implemented in attotime and have been removed from timer.h. The following search/replace over the code has been made:
mame_time -> attotime
subseconds_t -> attoseconds_t
time_zero -> attotime_zero
time_never -> attotime_never
make_mame_make -> attotime_make
mame_time_to_subseconds-> attotime_to_attoseconds
mame_time_to_double -> attotime_to_double
double_to_mame_time -> double_to_attotime
add_mame_times -> attotime_add
add_subseconds_to_mame_time -> attotime_add_subseconds
sub_mame_times -> attotime_sub
sub_subseconds_from_mame_time -> attotime_sub_subseconds
scale_up_mame_time -> attotime_mul
scale_down_mame_time -> attotime_div
compare_mame_times -> attotime_compare
SUBSECONDS_TO_DOUBLE -> ATTOSECONDS_TO_DOUBLE
DOUBLE_TO_SUBSECONDS -> DOUBLE_TO_ATTOSECONDS
USEC_TO_SUBSECONDS -> ATTOSECONDS_IN_USEC
SUBSECONDS_TO_HZ -> ATTOSECONDS_TO_HZ
HZ_TO_SUBSECONDS -> HZ_TO_ATTOSECONDS
MAME_TIME_IN_HZ -> ATTOTIME_IN_HZ
MAME_TIME_IN_SEC -> ATTOTIME_IN_SEC
MAME_TIME_IN_MSEC -> ATTOTIME_IN_MSEC
MAME_TIME_IN_USEC -> ATTOTIME_IN_USEC
MAME_TIME_IN_NSEC -> ATTOTIME_IN_NSEC
MAME_TIME_TO_CYCLES -> ATTOTIME_TO_CYCLES
MAME_TIME_IN_CYCLES -> ATTOTIME_IN_CYCLES
In addition, all the mame_timer_* functions have been renamed back to their original names timer_*, so it is timer_set() instead of mame_timer_set() once again. The mame_timer object itself has been renamed to emu_timer.
New games added or promoted from NOT_WORKING status
--------------------------------------------------------------------------
Best Of Best [Luca Elia]
New clones added
-----------------------
Cluedo (prod. 2) [James Wallace]
PicoDrive 0.30 for PSP Released
A Sega Mega Drive / Genesis / Mega CD Emulator for the PSP.
There seemed to be some demand for Sega CD/Mega CD emulator for PSP, so after doing the Gizmondo port I decided to port PicoDrive, my Genesis/MegaDrive/Sega CD/Mega CD emulator, to PSP.
Well I don't really like how it performs (it still needs a bit more work), but I've decided to move to another project, so I thought I better release it as is, then keep it around untouched for months.
There is nothing fancy about this emulator (no dynarecs/asm cores), but it's still able to run many Genesis games fullspeed with no frameskip (including some CD ones), and others with some skipping. However there are some CD games which won't run too well (although situation can be improved by tweaking some options). This emulator uses hardware MP3 decoding via audiocodec library in PSP.
Note that this emu may need some option tweaking to get certain games working. Be sure to check the readme for details.
Let me just say that despite the early stage of development, this emu port works like a dream. Fullspeed in all games I've tried, including taxing ones like Adventures of Batman & Robin and Sonic 3. Also, games that had SRAM errors in DGEN and PSPGenesis (Wonder Boy in Monster Land) or didn't work at all (Shadow of the Beast) work brilliantly here. I love it- if you are a fan of the Mega Drive be sure to check this out. It blows DGEN out of the water.
[Download]
Source: DCEmu
Today, gaming history has been made!
Legend of Zelda: Ocarina of Time has been surpassed, known as the greatest game of all time, and sitting on that top position for over 9 years, Ocarina of Time steps down to number 2 and hands the throne to Super Mario.
Today, November 16th, 2007, Gamerankings shows Super Mario Galaxy’s average review score of 97.9%, beating Ocarina of Time’s 97.5%. in what is a day of infamy. Super Mario Galaxy has exceeded all expectation.
Three games within a month of each other made it on the top 10 games of all time list, Super Mario Galaxy, The Orange Box, and Call of Duty 4: Modern Warfare.
Credits: http://www.digg.com/nintendo_wii/Today_Wil...deo_Game_Legend
iDeaS 1.0.2.0 beta version released
DS emulator
17 Nov 2007 iDeaS 1.0.2.0 beta version by Lino
Here's the changelog :
* Fixed a bug in TEXIMAGE_PARAM register.
* Fixed a bug in PLTT_BASE register.
* Fixed a bug in VTX_* registers.
* Fixed a bug in VRAM Control registers.
* Fixed a bug in Affine Extended Draw Mode.
* Fixed a bug when select Extended Palettes.
* Fixed a bug in VCOUNT register.
* Fixed a bug in frames skip.
* Fixed a bug in microphone support.
* Added support for 7z files. (Thanks to Igor - The emu slow down)
* Added Zoom 1.5x.
* Added Auto Save Backup Memory.
* Added some AR opcodes.
and other small fixup.
>> Get it HERE.