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    uBee512 1.4.0 released

    Robert
    By Robert,

    Microbee emulator

     

    6 October 2007 - SJK

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

    uBee512 v1.4.0

     

    New for this release:

     

    * Display aspect ratio much improved, a display aspect ratio of 2:1 is now the default, --aspect option added to change to 1:1 ratio (old ratio).

    * ROM based (tape machines) models emulation. Each ROM model can be configured to determine what BASIC, PAK and NET ROMs to use.

    * Model option to target specific Z80 model Microbees. The boot ROM for disk emulated models can be configured for each model.

    * Added specific disk emulations for 128K, 64K, 56K models.

    * Close window box made operational, exit and reset now prompts user to confirm the requested actions. (in Windows only)

    * Added --pcg option to select amount of PCG RAM for emulation (Premium).

    * Added --vdu option to select amount of VDU RAM for emulation (Premium). This now defaults to 2K allowing some incorrectly coded programs to work.

    * Added --mmode option to force the ROM's monitor mode to start.

    * Changes to Windows port for console output, a --conio option for verbose reporting is provided.

    * Windows binary releases now includes an installer executable, this will add icons to the start menu and optionally to the desktop.

    * Windows install location is now determined by the user for both the binary installer and ZIP file releases.

    * Optimised binary code generation and greatly reduced executable sizes.

    * Improved error reporting.

    * Added alternative shortened 3 character file name extensions for raw images.

    * Other '.dsk' image formats including 3.5" Microbee Modular images should now be possible.

     

    Fixed:

     

    * Windows port now starts up correctly without a back ground command prompt window appearing unless an error condition or if an information output option is used.

    * Fixed bug preventing '.DSnn' and '.SSnn' raw images from being opened.

    >> Get it HERE.


    Mame 0.119u3 related releases

    Robert
    By Robert,

    EMULATORS

    =========

    MAME32

    MAME32FX

    SDLMAME

    SDLMAME for G4 Mac

    SDLMAME for Ubuntu

    MAMEplus! / Mirror

    Madda's MAME

    MAMEplus! Ash-build

     

     

    DATS

    ====

    MAMEinfo.dat

    Catlist.ini

     

     

    AGEMAME

    =======

    Patch

    Binary

     

     

    NOTES

    =====

    2007-10-07 04:30:21 -0700 (Sun, 07 Oct 2007)

    MAME Plus! 0.119u3

     

    * updated catver (0.119u3) [s_bastian]

    * merged sms.c and segae.c [bUT]

    * fixed crash -validate option [bUT]

    * added 3D glasses view to tceptor2. You have to configure dip SW matched with video options. [bUT]

    * fixed typo in K007420 state saving [bUT]

    * updated Japanese and template text [bUT]

    * updated Spanish, Portuguese (Portugal), Portuguese (Brazil), Català and Valencià text [Juanen]

    * updated mame statistics [bUT]

    * updated catver [s_bastian]

    * updated Japanese list (jplist0119u2_0930.zip) [mamelist jp]

    * updated Japanese mameinfo (0.119u1 9/27) [mame e2j]

    08-10-2007 :: Release 0.119u3 ::

     

    - Changed P1 rom on The King of Fighters '99 - Millennium Battle Remix Pro Edition v1.07a [FGCH].

    - Updated some roms on The King of Fighters '97 (Yukimura Hack).

    - Added Samurai Shodown IV: Amakusa's Revenge (Boss Fix Ver 1.00 [EGHT]).

    - Added The King of Fighters '98 - Combo (Hack by Ivex).

    - Added The King of Fighters '97 ZMonanger (Hack by LB70).

    - New Splash Screen (Thx for Jack from Neht team).

     

     

    - ######## LATEST EMULATION NEWS WILL APPEAR BELOW ######## -


    Mame 0.119u3 update

    Robert
    By Robert,

    Source

    This update features some nice Sega Model 2 improvements from Ernesto Corvi, fixed colors in Dynamite Duke from David Haywood, and a number of multithreading changes that enable the 3dfx Voodoo emulation to take advantage of multiple CPUs. Please note that this new code falls into the “mostly works” category; you may encounter some deadlocks or other glitches along the way, but please give it a try.

     

    Source

    0.119u3

    -------

     

    IMPORTANT NOTE FOR OSD PORTERS: This build requires a pair of new primitives in the OSD synchronization module, as well as some extended functionality in the work item management. See below for details.

     

     

    MAMETesters Bugs Fixed

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

    cabal0119u2ora [David Haywood]

     

     

    Source Changes

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

    Fixed Cabal (joystick) submission from previous release. [David Haywood]

     

    Made a few improvements to dealem (well you can see the game now..) [David Haywood]

     

    Fixed broken SCSP from last update. [R. Belmont]

     

    Changed parameters to read/write handlers from "address" to an unmodified "original_address" parameter (having the passed parameter being unmodified makes it easier to determine the original value while debugging). [Nathan Woods]

     

    Fixed colors in dynduke. [David Haywood]

     

    Changed the following x86 instructions to read/write an entire word rather than two separate bytes: [Philip Bennett]

    - mov_axdisp

    - mov_dispax

    - stosw (8086 only)

    - rep stosw (8086 only)

    Also tweaked handling of x86 WAIT instruction.

     

    Several more opcode fixes for Risky Challenge. [robiza]

     

    Cleaned up the include file usage in the code: [Atari Ace]

    - Removed dead prototypes

    - Added missing self-#includes

    - Added missing source comments in mame/includes

    - Migrated the few #include "driver.h" lines from driver header files to source files (which is the common idiom).

    - Eliminated #include "mame.h", "osdcore.h" et cetera from driver files where #include "driver.h" would suffice.

    - Removed unused srmp6.h and 9900stat.h

     

    Added the rom loading for the various 5*XX roms, which are dumped but not yet hooked up. [David Haywood]

     

    Fixed error messages output from option.c. [Christophe Jaillet]

     

    gstream driver update: [Pierpaolo Prazzoli]

    - Changed to use a default nvram handler

    - Checked the inputs

    - Aligned the sprites

    - Added some comments about oki banking

     

    Major Sega Model 2 rewrite: [Ernesto Corvi]

    - Decoupled the geometry engine code from the hardware rasterizer. At this point, we could add emulation of the geometry DSPs for the 2B and 2C models, and hook them directly to the rasterizer. For the original and 2A models, an HLE geometry engine is provided (currently in use for all models).

    - Full Geometry Engine simulation, including support for specular, multiple centers and dual polygon RAM.

    - Support for all textured/transparent/checkered rendering modes.

    - Improved texel/luma modulation

    - Improved viewport clipping

    - Improved z clipping

    - Extensive notes and documentation.

    - Greatly improved near Z-Clipping, still not perfect though.

    - Improved perspective-correct texturing for large textures.

    - Improved Z-Sorting

     

    Changed Machine to machine in several places where feasible. [Atari Ace]

     

    Added decryption of Jongkyo. [Nicola Salmoria]

     

    The OSD layer is now required to supply to additional synchronization primitives: osd_compare_exchange32() and osd_compare_exchange64(). These primitives should implement an atomic compare and exchange of 32-bit and 64-bit values, respectively. Added implementations of these functions to the Windows OSD layer. [Aaron Giles]

     

    Defined two new inline functions that are built on the new OSD primitives: osd_compare_exchange_ptr(), which performs an atomic compare/exchange on a pointer of the appropriate size, and osd_sync_add() which atomically adds a value to a location in memory. [Aaron Giles]

     

    Changed implementation of OSD work queues that are created with the WORK_QUEUE_FLAG_MULTI hint. Such queues now create n-1 threads, where n in the number of logical processors in the system. This allows the main thread to continue accomplishing things while other threads process the work. If the main thread subsequently calls osd_work_queue_wait(), it will then dynamically "jump in" and help the other threads complete all the work items. [Aaron Giles]

     

    Added new work item flag WORK_ITEM_FLAG_SHARED. When specified on a work item that is queued to a work queue created with the WORK_QUEUE_FLAG_MULTI hint, it means that all threads will be dispatched to process the one work item, instead of the first thread removing it. These "shared" work items are only considered complete when all processing threads have returned. [Aaron Giles]

     

    Added support for controlling multithreading behavior through an environment variable OSDPROCESSORS. To override the default behavior, set OSDPROCESSORS equal to the number of logical processors you wish the OSD layer to pretend you have. [Aaron Giles]

     

    Changed the 3dfx Voodoo emulation code to take advantage of the new threading mechanisms above. It now creates a work queue with the WORK_QUEUE_FLAG_MULTI flag set, and uses shared work items to spread rasterization work across multiple processors. Note that this support should be considered experimental; under some circumstances it is known to deadlock. If you encounter problems, set OSDPROCESSORS to 1 to effectively produce the previous behavior. [Aaron Giles]

     

    Added "top 20" dedicated rasterizers for all the Seattle games and Gauntlet Legends/Dark Legacy. These improve rasterization performance by another 10-20%. [Aaron Giles]

     

    Fixed several more bugs in the 64-bit MIPS recompiler. It is now capable of running the Seattle games and the 3D Gauntlets. [Aaron Giles]

     

     

    New games added or promoted from NOT_WORKING status

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

    Super Hana Paradise [Luca Elia]

    Hanafuda Hana Gokou [Luca Elia]

    Mahjong Tian Jiang Shen Bing [Pierpaolo Prazzoli]

     

     

    New clones added

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

    Nekketsu Koukou Dodgeball Bu (Japan) [David Haywood, Team Japump!]

    Puzzle Game Rong Rong (Japan) [Luca Elia]

    Legend of Hero Tonma (Japan) [David Haywood]

    Legend of Hero Tonma (bootleg, set 2) [David Haywood]

    IQ-Block (V127M, V113FR) [Pierpaolo Prazzoli]

    Cabal (Alpha Trading) [David Haywood]

    Puzzle & Action: Tant-R (Japan) (bootleg set 3) [David Haywood]

    Shinobi (Datsu bootleg) [David Haywood]

    Shinobi (Star bootleg, System 16A) [David Haywood]

    Crack Down (World, FD1094 317-0058-04c) [Arzeno Fabrice, Chris Hardy]

    Super Pang (World 900914, bootleg) [David Haywood]

    Pang (bootleg, set 2) [David Haywood]

    Tehkan World Cup (set 2, bootleg?) [David Haywood]

    DJ Boy (set 2) [David Haywood]

    Hunchback (set 2) [David Haywood]

    Double Dragon (bootleg with M6803) [David Haywood]

    Cannon Ball (Pacman Hardware) [David Haywood]

     

     

    New games marked as GAME_NOT_WORKING

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

    Jongkyo [David Haywood, Nicola Salmoria]

    Vs. Janshi Brandnew Stars [David Haywood]


    AGEMAME 0.119u2 patch released

    Robert
    By Robert,

    Fruit Machine emulator

     

    I’ve finally been able to get my stuff together and get a patch released. This one’s a beaut, too, Haze was able to fix the video glitches in Deal ‘Em (apparently the game was playing, I’d just got the videoram location wrong so you couldn’t see it). It’s still not fully playable, becaus I haven’t added all the inputs, but I couldn’t wait any longer to include it.

    >> Get it HERE.


Portal by DevFuse · Based on IP.Board Portal by IPS
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