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Posts posted by iq_132
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0.116u4
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MAMETesters Bugs Fixed
----------------------
kinst0116u3gra [Zsolt Vasvari]
Source Changes
--------------
Changed system1 driver back to using SN7489A. [Lord Nightmare]
Fixed the road graphics, fixed the rest of the missing gfx, added
collision detection, and added save states to the changela driver.
Also fixed the colors. [Adam Bousley]
Changed all drivers to use the mame_timer_* calls. Deprecated the
old double-based timer calls. [Zsolt Vasvari]
Changes the last few instances of rand() to mame_rand() and added a
#define to prevent it from being used again. [Zsolt Vasvari]
Made many of the static info_list*() functions in clifront.c public.
[Dave Dribin]
Fixed regression crashes in maxaflex.c, megadriv.c, monzagp.c,
tetriunk.c, and gticlub.c. [Atari Ace]
Some more TIA graphics and sound improvements: [Wilbert Pol]
- INPT4 and INPT5 are now read when needed instead of by a timed
function. This removes the need for the tia_init_pal function.
- Improved handling of the HMOVE functionality
- Added code to reduce the flickering caused by some Atari 2600 games
- Improved the sound poly generation.
- Improved the handling of POLY5_DIV3 sound mode.
Updated djboy driver: [Phil Stroffolino]
- support for djboyj; same MCU, but ROM banking bits need to be XOR'd
- fixed state handling for game over/win transitions
- fixes for dipswitches
- added coinage support
Fixed a few places where driver code was not properly hooked up.
Most cases were benign, but in a couple of instances, save state
support was disconnected, and in one case it fixes a potential crash.
[Atari Ace]
Fixed regression in Space Raider. [Zsolt Vasvari]
Improved frameskip behavior in the Gaelco 3d driver. [couriersud]
Fixed palette regression in warpwarp/geebee. [Atari Ace]
Added support to chdman to cope with toc files created with cue2toc.
[smf]
CPS3 updates: [David Haywood, ElSemi]
- Corrected Clock speed, used idle skipping instead of reducing the
clock speed.
- Optimized some GFX functions. It now only decodes RAM based tiles
when it needs to draw them, not every single time the data changes
- Added support for CD flashing
- Added support for alternate BIOS sets
- Changed code to use a custom render function
Found a number of additional encrypted opcodes for gussun. [robiza]
Simplified the internal handling of BIOS sets. Instead of there being
an extra structure, the BIOS information is now embedded in the ROM
definition for each BIOS. [Atari Ace]
Fixed 2nd player inputs in Millipede. [Mike Haaland]
Fixed crash in evilngt due to missing CD image. [R. Belmont]
Fixed crash in cfarm/cclown due to out-of-bounds parameter.
[R. Belmont]
Added stricter checking in cdrom.c to prevent crashes in games when
no CD-ROM is present. [R. Belmont]
Fixed regressions in dkongjr and pestplce due to incorrect memory map
and rendering too many sprites. [couriersud]
Fixed SUBTARGET=tiny builds. [neoforma]
Hooked up P1 joystick inputs for P2 in Upright mode in a number of
black & white 8080 games. Removed cocktail settings for games where
it is not appropriate. Enabled dual player game in spclaser.
[Mike Haaland]
x64 compilation fixes: [Oliver Stoneberg]
- some VS2005 x64 warning fixes
- enables the x64 porting warnings in VS2005
- adds win_create_window_ex_utf8() to get rid of some
tstring_from_utf8() usage
- removed win_extract_icon_utf8()
Improved color decoding in Irem M62 games. [Zsolt Vasvari]
Synchronized MAME and AGEMAME versions of the MPU4 code. Improved
Connect4 layout. Simplified much of the code.
[James Wallace, Atari Ace]
Improved the 6532riot timer implementation. Implemented irq callback
support. [Wilbert Pol]
Updates to the minx CPU core: [Wilbert Pol]
- Fixed TEST (94,95,96, and 97) instructions.
- Fixed 2 MOV instructions (BE and BF).
- Fixed one AND instruction (DC).
Simplified interrupt handling in the z80gb core. [Wilbert Pol]
Hooked up lamps in Afterburner 2 driver. [Zsolt Vasvari]
Fixed missing sound in PGM games. [Zsolt Vasvari]
Fixed Millipede sprites in cocktail mode. [Mike Haaland]
Fixed behavior of the RC filter in ddrible and ironhors. [couriersud]
Added wrap around x for sprites in the m92 driver.
[Pierpaolo Prazzoli]
New games added or promoted from NOT_WORKING status
---------------------------------------------------
Change Lanes [Adam Bousley]
DJ Boy [Phil Stroffolino]
New clones added
----------------
B.Rap Boys (World) [brian Troha]
New games marked as GAME_NOT_WORKING
------------------------------------
Final Godori [Pierpaolo Prazzoli]
Thanks to f00l for the for the tip.
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Bleach. I'm up to Episode 83
I saw this for the first time on Adult swim a few weeks back and got hooked.
I'll definitely have to check out some of the ones you guys have listed too.
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Yikes! 70 mins!
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Is Djohng dead?
no. Just got back to US from Argentina (real-life business related)
I havent release yet, due to a bug in the video selection; it crept in before I left on my vacation & business trip. Just now jumping back in to squash it.
Plus add more drivers, that have been recenttly added by others on the PC version.
-djohng
Like PGM?
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This is a preview version of my CPS3 emulator. Here you
can see the current work-in-progress state of the emulation.
New features emulated:
Palette fadein/out
Sean stage special tile compression
Proper sprite/tilemap alignment
Proper priority handling
The CPS3 emulation is almost complete. Only the shadow/blending
emulation is missing. There is a preliminary emulation for it
that works partially with the shadows, but is not correct in some
other places (warzard sword effects for example).
I've added savestates support. To make a savestate, first select
the slot with CTRL+number (in the main keyboard, not in the keypad)
then press F11 twice (it's done that way so you don't accidentally
delete a working state). To load a savestate, select the slot and
then press F10.
I've added an option to set a custom fullscreen resolution in the
.ini file (FullScreenWidth,FullScreenHeight). You must enable
it setting Video->Fullscreen Resolution->Custom. Using a resolution
that is not supported by your video card will cause the emulator to
crash.
CPS3 Emulator Test Version 2. I'm not including the MultiCPU version as it causes some graphics glitches and if you have a dual core CPU,
then you have enough power to run the standard version.
Download it @ http://nebula.emulatronia.com/
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In case you don't know, CPS-3 games come on CD-ROMs and included a security cartridge. Up until now
El Semi and Haze have been loading the files off the CD-ROMs directly instead of actually emulating the
CD-ROM.
The photos you're seeing are the games starting up and copying the information off of the CD-ROM
and into some flash roms.
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0.116u3
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MAMETesters Bugs Fixed
----------------------
Source Changes
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Simplified CPS3 decryption function. [Nicola Salmoria]
Fixed potential double free in PNG code. [Nathan Woods]
Fixed warnings generated by newer gcc compilers. [R. Belmont]
General driver cleanups: [Zsolt Vasvari]
- changed some more global ‘Machine’ to local ‘machine’
- standardized on the function name ‘draw_sprites’
- removed some antiquated boilerplate comments
Updated FM emulator to use mame_time instead of double. Removed old
neogeo hack from FM code as it appears to no longer be necessary.
[Zsolt Vasvari]
Updated all sound cores to use mame_time instead of double.
[Zsolt Vasvari]
Populated several more Irem CPU opcodes for gussun. [robiza]
Fixed CPS3 code to work on big-endian systems. [R. Belmont]
Fixed code_to_token() to prevent potential buffer overflows.
[Atari Ace]
Fixed crashes in non-working drivers dynablsb and driveyes.
[Atari Ace]
Changed all CPU cores’ internal timers to the mame_timer* functions
as well as the remaining couple of core files that still used
timer_alloc(). After this, none of the emu/* files have any old style
timing code left. [Zsolt Vasvari]
Various CPS3 updates as documented on Haze's blog. [David Haywood]
Fixed type in BLENDER2_32 function in the n64 video code.
[Christophe Jaillet]
Created a new resistor network interface for computing palettes from
color PROMs and component values on the PCB. Fixed several issues
with the previous implementation. [couriersud]
Donkey Kong driver update: [couriersud]
- added sprite ram bank switching from schematics
- combined memory maps
- first attempts on decoding m58815
- radarsc1 driver for radarscope trs01 hardware
- all drivers use VIDEO_RAW now
- fixed cocktail issues
- combined io and sound memory maps
- implemented background handling (disable prom /CS line) in all
dkong drivers
Extended the flt_rc filter to support highpass filtering. Fixed the
lowpass filter to actually do a lowpass filter. Hooked up the filter
to King & Balloon and updated several other drivers to the new
interface. [couriersud]
Added support in the main makefile for profiling. Set PROFILE=1 to
turn this on. [Christophe Jaillet]
Updated djboy driver to almost fully playable state.
[Phil Stroffolino]
Temporarily reverted input code back to 0.116 baseline pending deeper
analysis and upcoming core changes to simplify the OSD layer for input
management. [Aaron Giles]
Changed a number of stderr fprintf's in the Windows OSD code to
mame_printf_error and mame_printf_warning calls, as appropriate.
[Aaron Giles]
New games added or promoted from NOT_WORKING status
---------------------------------------------------
DaiDaiKakumei (Japan) [Hau, Team Japump!]
CPS3 games: [David Haywood, Andreas Naive, ElSemi]
Street Fighter III: New Generation
Street Fighter III 2nd Impact: Giant Attack
Street Fighter III 3rd Strike: Fight for the Future
JoJo's Venture
JoJo's Bizarre Adventure: Heritage for the Future
Warzard
New clones added
----------------
The Tin Star (set 2) [David Haywood]
Car 2 (bootleg of Head On 2) [David Haywood]
Radar Scope (TRS01) [couriersud]
Crouching Tiger Hidden Dragon 2003 Super Plus alternate [JohnBoy]
Pop Flamer (bootleg on Naughty Boy PCB) [David Haywood]
New games marked as GAME_NOT_WORKING
------------------------------------
Missile Combat (Videotron bootleg) [David Haywood]
Aladdin (bootleg of Japanese Megadrive version) [David Haywood]
As usually updates can be found here:
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I read something on maxconsole (front page). Though it may have been out of context.
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sfiii3 works with almost no problems...good speed too,i only hope they don't change the ROMs cause these were a big pain in the a$$ to find.
The main thing that will change is that the CHD's will be needed.
I think ElSemi's emulator will not need the CHDs (which MAME is going to use them for emulating the protection? i guess).
MAME is going to use them because the real hardware uses CD-ROMs.
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El Semi wip, anyone feel like newsposting it?
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A new update to MAME 0.116 is now available on the Latest Release page. The big news in this release is of course the decryption and booting of Capcom’s CPS-III games. A lot of great progress has happened on this, but be warned, there is still a good deal of work left to complete the emulation. We also have some more Neo-Geo updates from Zsolt, a major Dooyong driver update from Vas Crabb, and some nice code cleanups from Zsolt and Atari Ace.
There have been a lot of nice updates to drivers over the past couple of months, but that also means there may be some regressions lurking. So if you see anything amiss, please post a message on the MAME Testers board lettings us know!
0.116u2----------
MAMETesters Bugs Fixed
---------------------------------
adk0116yel [Zsolt Vasvari]
neodrvr0116u1red [Zsolt Vasvari]
strhoop0116u1red [Zsolt Vasvari]
wb3_0116u1gre [Aaron Giles]
Source Changes
----------------------
Fixed regressions in Gridlee and Gomoku. [Zsolt Vasvari]
Fixed some unicode build issues in the Windows code. [Oliver Stoneberg]
Updated a number of games to correctly use the SN76489 instead of the SN76496, which was a later design. [Justin Kerk, Lord Nightmare]
Cleaned up the exports from a number of drivers, adding static qualifiers to functions and variables that don't need to be exported and have generic sounding names. [Atari Ace]
Updated numerous drivers to remove the use of global Machine wherever possible. Also reviewed the clipping regions and made changes to ensure the passed-in cliprect was honored. [Zsolt Vasvari]
Cleaned up the Dooyong driver: [Vas Crabb]
* Consolidated and streamlined tilemap callbacks
* Took better advantage of MAME's tilemap caching by building larger tilemaps so they don't need to be invalidated as often
* Interpreted sprite Y position as signed 9-bit value in rshark/superx (fixes some glitches)
* Added more explanatory comments to help others reading the code
Changed a number of mame timer objects from void * to mame_timer *. [Atari Ace]
Fixed a couple more Irem CPU opcodes to improve Match It 2. [Robiza]
Fixed collision detection bug in thunderX. [shimapong]
Initial cut at working CPS3 driver. Basically works but has a lot more work to be done to finish it up. [David Haywood, Andreas Naive, Tomasz Slanina, ElSemi, Philip Bennett]
Fixed minor cycle timing issue in 6809 CPU core. [Ernesto Corvi]
Neo-Geo updates: [Zsolt Vasvari]
* Fixed several regressions from previous update
* Added LED outputs
* Improved smaller visible area configuration
Fixed some incorrect information in the Neo Geo ROMsets. [JohnBoy]
Integrated platform-specific changes into the core makefile, mostly taken from the SDLMAME makefile. Changed the MAMEOS configuration variable to OSD, indicating which OSD layer is being compiled. Added a new configuration variable TARGETOS which specifies the target OS platform. [Aaron Giles]
New clones added
-----------------------------
Punch-Out!! (Italian bootleg) [David Haywood]
New games marked as GAME_NOT_WORKING
---------------------------------------------------------------
Mini Boy 7 [Roberto Fresca]
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Preliminary Implentation, sometimes a few slight gaps, but I've figured out how it works at least.
One of the Jojo hidden test (developer) menus allows you to test it.
It's used to zoom the characters out of view in Warzard character select (compare with the old shots)
It's used for some of the portraits in the SFIII3 Intro.
It's used to zoom the 'Fight' text at the start of rounds.
You can see the page here:
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CPS3 More Progress
I fixed a few problems (broken fastboot hacks are bad mmmk) and Warzard now has sprites, and the Sprite positions in the other games seem more correct.
The zoom isn’t emulated on the sprites yet, hence the bad looking ones on the first shot in the backgrond.
Check the link for screenshots.
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Fine here on a 2.4 ghz also.
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Looks like some previously unknown sets have shown up for CPS-3
SFIII3 - 99/06/08 (older set is 99/05/12)JoJo - 99/01/08 (older set is 98/12/02)
2 newer revisions have appeared and will (eventually) be supported as the parent sets.
(note, revisions aren’t region specific, they work with any region bios)
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Just in case anyone's interested, haze has released his WIP mame code
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ElSemi has been developing a custom emulator for the CPS3! Here are pictures from his current WIP and the sprites are looking beautiful.
More Screenshots:
Source: http://www.speksnk.org/foro/viewtopic.php?...asc&start=0
Thank you to JacKc
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Sorry for being so touchy :S No sleep on that post.
Seriously though. I feel really bad for haze. Anywhere he posts there are slews of people begging to beta test or asking again and again "will my pc run this." It really has been asked and answered.
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I tool a little while to see why Warzard wasn’t booting. turned out it just wanted 0xffffffff returning from some unknown addresses, not 0×00000000.
sprites are disabled in the shots as I had to disable the sprite interrupts etc. while investigating things.
but at least it boots, so once everything else is working in MAME warzard should run too.
I’m not giving an ETA on when this is finished, I have a feeling ElSemi might have his emulator out before MAME as a lot more work is needed for it to be acceptable for MAME than in a closed source emulator.
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Good flocking god. I wish people would stop flocking asking about speeds.
I've read it probably a hundred times. Read mame.net, haze's blog, 1emu, romshare, any-flocking-where. IT IS NOT FINISHED YET, THERE IS NO WAY TO KNOW HOW FAST OF A MACHINE YOU WILL NEED.
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Yeah, ElSemi has some pretty good sprites now
see
I guess it will be on speksnk when they update.
the main problem we’re both having right now is finding the global sprite offsets. I *think* they might be tied to the layer scrolling, as the games have various sprites which make parts of the bg layers, yet their offsets never change when the screen scrolls. They seem to have a aingle additional value in the sprite entry which may mean ‘tie me to the scrolling of layer x’
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MAME 0.116u4 Released!
in Emulator Releases [/emu]
Posted
lol insane, exactly the same time![:(](https://www.1emulation.com/forums/uploads/emoticons/default_sad.png)