Jump to content

    Mame 0.117u1

    Robert
    By Robert,

    Source

    The first major change in this release is the input system. The way that the OS-specific layer communicates with the core about input devices has changed substantially, allowing a lot of the tricky functionality to be handled automatically by the core code. For the Windows build specifically, this marks a shift in behavior: on Windows XP and later, both keyboard and mouse now use the raw input APIs, which allow support for multiple keyboards and mice.

     

    A second big change is an experimental one. A new built-in user interface is provided for selecting a game. This interface is intended to be minimal and will not serve to replace a true frontend. However, it does provide a better first experience for those unfamiliar with MAME and is useful for launching a game when you can’t remember the exact driver name.

     

    In addition to these changes, we have discrete sound for Head On and clones thanks to couriersud; an updated Monza GP driver from Phil Stroffolino; and some nice fixes to the toaplan2 driver from Alex Jackson.

     

    Source

    0.117u1

    ----------

     

     

    MAMETesters Bugs Fixed

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

    brkthru091u1gra [Luigi30]

    debbuger+psx_0117ora [Aaron Giles]

    cbtime0117red [Zsolt Vasvari]

    hotpinbl0117gra [Roberto Fresca]

    batrider0114red [Alex Jackson]

    battleg0113u4red [Alex Jackson]

    battleg0116u1ora [Alex Jackson]

     

     

    Source Changes

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

    Fixed bug in screenless systems. [Nathan Woods]

     

    Fixed crash in chd code if reading beyond the end of the file. [Roman Scherzer]

     

    Moved Sand Scorpian and Gals Panic over to use the Pandora emulation. Also fixed some problems in the pandora emulation which improves the sprites in Djboy. [David Haywood]

     

    Added new function timer_call_after_resynch(), which effectively sets a zero-duration timer for resynchronization. Replaced instances of zero-duration timers in the code with this more descriptive call. [Zsolt Vasvari]

     

    Defined new macro TIMER_CALLBACK, which should be used to wrap timer callbacks. Added a running_machine * parameter to timer callbacks. Updated all existing timer callbacks to use the new macro. [Zsolt Vasvari]

     

    Added more opcode decryption to gussun. [Robiza]

     

    Added discrete sound to headon and clones in vicdual.c. [couriersud]

     

    Added two inverter oscillators supporting enable and mixing in signals to discrete.h / disc_wav.c. [couriersud]

     

    Fixed a few bugs in the change lanes video emulation. [Adam Bousley]

     

    Updated the monzagp driver into a somewhat playable state. There are still some graphics problems. LEDs still need to be hooked up for score/time-remaining display. [Phil Stroffolino]

     

    Neo-Geo update: [Zsolt Vasvari]

    - BIOS only driver 'neogeo' no longer crashes

    - Cleaned up memory banking code to use memory_set_bank() instead of memory_set_bank_ptr()

    - Fixed LEDs

     

    Improvements to the toaplan2 driver: [Alex Jackson]

    - Replaced byteswapped truxton2 M68K program ROM with correct one

    - Fixed sound CPU communications in the Raizing games. This is educated guesswork, but it's more complete and probably more correct than what was there before, and doesn't rely on excessive use of cpu_yield()

    - Added more information about the Raizing sets to the comments in the driver, and corrected some errors

    - Reorganized the Battle Garegga sets in a more sensible fashion

     

    Reworked input system to push more features into the core. Cleaned up architecture to properly separate dependencies. Please note that this change only addresses the lower layer of input handling. The upper layer (i.e., input port handling at the driver layer) remains the same. [Aaron Giles]

     

    Major changes include:

     

    * Removed the concept of os_code from the system. Now all codes are defined via a set of macros in input.h. Each code is a 32-bit value that encodes a device class, device index, item class, item modifier, and item ID.

     

    * Removed OSD functions osd_get_code_list() and osd_get_code_value(). Instead, the OSD layer during osd_init() must register one or more devices and the input items attached to each device via two new functions input_device_add() and input_device_item_add().

     

    * Separated input sequence code into new module inputseq.c.

     

    * Moved support for the following options into the core: -mouse, -joystick, -lightgun, -steadykey, -offscreen_reload, -joy_deadzone, -joy_saturation, -paddle_device, -adstick_device, -pedal_device, -dial_device, -trackball_device, -lightgun_device, -positional_device, -mouse_device. The OSD layer should simply register all devices at osd_init() time and allow the core to enable/disable them according to the options.

     

    * Added two new options: -multikeyboard and -multimouse. By default, both options are OFF. When OFF, the core will combine all keyboard or mouse input into a single keyboard or mouse device. When ON, these options instruct the core to keep inputs for each keyboard and/or mouse independent.

     

    * Added new option: -joystick_map. This option allows for a 9x9 grid to be specified which controls analog-to-digital mapping of joystick inputs.

     

    * Changed the Windows implementation of input handling to fully support the raw input interfaces for keyboard and mouse. DirectInput is still used for all joystick inputs, as well as for keyboard and mouse inputs on pre-Windows XP systems. This allows for multiple keyboards and mice to be supported. Also changed keyboard and mouse behavior to use non-exclusive mode in DirectInput, and to keep the devices alive during pause for more consistent input handling.

     

    * Broke windows.txt into config.txt, which contains all common core-supported options and commmands, and windows.txt, which now only lists Windows-specific additions.

     

    Added support for frame update callbacks, similar to pause and exit callbacks but called at the same time as osd_update(). [Aaron Giles]

     

    Changed osd_init() to no longer return a value. OSD initialization should now rely on fatalerror() to report fatal initialization problems. [Aaron Giles]

     

    Added new function mame_schedule_new_driver() which allows for a new driver to be queued after a hard reset. [Aaron Giles]

     

    Added experimental new minimal game selection user interface. This interface can be accessed if MAME is started with no parameters, or via the main menu by choosing "Select a New Game". This interface allows you to select a game driver by typing in the name of the game. As you type, MAME's fuzzy name matching code will list the top 15 selections that match. The interface will only display games that it finds in your rompath. [Aaron Giles]

     

    Added "empty" driver which is used to host the game selection screen when no valid game is selected. [Aaron Giles]

     

    Changed behavior in the Windows build so that double-clicking on MAME brings up the new game selection interface. [Aaron Giles]

     

    Removed the NOT_A_DRIVER flag which was overloaded to mean two different things. There are now two new flags: GAME_IS_BIOS_ROOT indicates that a particular driver represents a BIOS rather than a full game. And GAME_NO_STANDALONE indicates that the given driver should not be listed or permitted to execute on its own. For MAME, most BIOSes are executable on their own, so they have the GAME_IS_BIOS_ROOT flag set but not the GAME_NO_STANDALONE flag. [Aaron Giles]

     

    Added new routines mame_openpath(), mame_readpath(), and mame_closepath() for iterating over all files in a path specification, including support for multiple paths. [Aaron Giles]

     

    Changed audit interfaces to take a game_driver * instead of a game index. [Aaron Giles]

     

    Changed driver_get_approx_matches() and driver_get_count() APIs to work on arbitrary driver lists rather than being hard-coded to the static driver list. Renamed the functions from driver_get_* to driver_list_get_* [Aaron Giles]

     

     

    New games added or promoted from NOT_WORKING status

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

    Sliver [Tomasz Slanina]

     

    New clones added

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

    Space Dragon (Moon Cresta bootleg) [David Haywood]

    Battle Garegga - Type 2 (Europe / USA / Japan / Asia) [Alex Jackson]

     

    New games marked as GAME_NOT_WORKING

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

    Gals Panic (US, EXPRO-02 PCB) [David Haywood]

    Balloon & Balloon [Tomasz Slanina]


    PSP Custom Firmware 3.51 M33-5 Update Released

    BlackKnight
    By BlackKnight,

    M33 have released their 5th firmware update in as many days.

     

    Greetings!

     

    This update (yet another) fixes two important bugs in the no-umd mode. The bugs affected Socom 2, Virtual Tennis 3 and probably many more games.

     

    - Team M33

     

    Risks of BRICKING still apply. Install over any version of 3.51 M33.

     

     

    [Download]

     

     

    Source: PSPx.ru.


    PSP Custom Firmware 3.51 M33-4 Update Released

    BlackKnight
    By BlackKnight,

    Latest in the flurry of PSP Custom Firmware releases is 3.51 M33-4 by Russian team M33. It provides No-UMD and plug-in compatibility updates.

     

    This is an accumulative update, it has the features of previous updates (wlan fix, no umd), plus:

     

    1. Bugfix for the released yesterday no-umd. This should fix the exit to the XMB with error 80020001

    that happened to some people, or reduce its appearance.

     

    2. Added plugins options for homebrew that use 1.50 kernel. The file to be used for it,

    is ms0:/seplugins/game150.txt.

     

    There is other bugfix, but we don't know if it will make much difference in compatibility.

     

    In order to make compatibility tests, please remember that your ISO shouldn't be more than 54 chars.

     

    - M33

    This is an update to 3.51 M33, so you'll need to be running any version of that CFW to install. As always, there is a risk of BRICKING your PSP when using this software incorrectly.

     

     

    [Download]

     

     

    Source: PSP-Generation.


    PSP Custom Firmware 3.51 IE-A Released

    BlackKnight
    By BlackKnight,

    becus25, author of the Increasing Edition Custom Firmwares for the PSP, has come out with another expansion to 3.51 M33 title 3.51 Increasing Edition A.

     

    This software is a expansion for the firmware 3.51 MM3.

    Flash it and you will have two recovery menus.Also on it version you can uninstall it from recovery menu.Autoboot now activate again.For use this software, use the flasher and activate the autoboot option from the recovery of Dax/MM3.Then, start the PSP with start button pressed to load the Ie recovery.It contain a aditional autoboot option. For use it, activate the autoboot option from the ie recovery, then put a eboot.pbp on \psp\game\ieboot .

    --becus25

    Needs to be installed from inside 3.51 M33. Just as with the previous 3.51 LE-A, 3.51 IE-A flashes data to the PSP NAND and can BRICK your PSP if not used properly. Be careful.

     

     

    [Download]

     

     

    Source: becus25's blog.


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