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Everything posted by James
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The Hacker Of 1Emulation Is Now Revealed.
James replied to Alpha's topic in 1Emulation.com Information [/info]
Damn I want to see that. ok he has removed it from his site but it was in my temp cache file hehe. -
this when i release my final pulic release of JamesMame
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The Hacker Of 1Emulation Is Now Revealed.
James replied to Alpha's topic in 1Emulation.com Information [/info]
its back up now and there is news there but its in spanish so i could not tell you what it is -
my svc and samsho5 works fine i never had to that. name and crc has to match before it shows up in the list also where it says System: NEO (neo must be all caps)
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http://haze.mame.net 0.81u6 ------ General Source Changes ---------------------- Fixed missing enemies in noboranb [stefan Jokisch] Fixed leprechn service switch broken in the last update [stefan Jokisch] Misc Fixes [Nathan Woods] src/cpu/i386/i386ops.c: src/cpu/i386/i386op32.h: src/cpu/i386/i386op16.h: src/cpu/i386/i386op16.c: - Partially implemented INT, INT3, ES segment override, an IMUL variant, LMSW, a minor 16 bit bug fix, and coprocessor escape instructions src/cpuintrf.c: src/cpuintrf.h: - Added the MESS specific TMS7000 core to the list of CPU cores SPI updates [Ville Linde] * Added sprite flipping and other improved sprite processing * Corrected palette banking on tilemaps Fixed Kaitei Daisensou speedup [bouKiCHi] note: speedups may soon be removed from the m92 driver as they aren't really that significant on modern hardware Model 1 Sound [R.Belmont] Fixed some ST-V sprite bugs [Mariusz Wojcieszek] (hanagumi intro, othellos title, cottonbm intro, diehard intro, sleague) Fixed the GPL12 opcode [smf] (fixes cbaj graphics) i386 updates [Ville Linde] - Regression tested the i386 core. Found and fixed bugs in several shift/rotate instructions. This corrects the bosses in Raiden Fighters. - Completely rewrote REP/REPNE prefix handling. Fixes the following: Battle Balls attract mode runs correctly now, balls no longer all the same color in-game in Battle Balls, E-Jan now coins up, and Viper Phase 1 is now playable (with encrypted gfx). MIPS software interrupt fix [Aaron Giles] Seattle Update [Aaron Giles] * added a diagram of interrupt sourcing * fixed incorrect checksums on SF Rush: The Rock audio ROMs * added support for DCS HLE downloading via FIFO (used by Vegas games) * fixed incorrect sound pitch in Blitz 99/2k Hyperstone Fixes [Pierpaolo Prazzoli] - Added h flag handling in the dasm - Fixed wrong interpretation of some opcode bits in the dasm - Fixed Frame instruction when d-code was 0 - Always set the new entry table Minor improvement to Lord of Gun driver (still doesn't work) [Pierpaolo Prazzoli] YMZ280B update [R.Belmont] (Fixes suprnova073gre) New Games supported or promoted from GAME_NOT_WORKING status: ------------------------------------------------------------- Renju Kizoku [Tomasz Slanina] Neratte Chu [Tomasz Slanina] New Non-Working games / clones supported ---------------------------------------- Mayjinsen [Tomasz Slanina] Mayjinsen 2 [Tomasz Slanina] (unemulated v810 cpu, being worked on) Super Eagle Shot [Tomasz Slanina] Super Real Mahjong P5 [Tomasz Slanina] (r3000 side not finished)
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hehe i picked the lock anyway what was the link ?
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ADSL here but i want cable
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hhmm being an old system you will be lucky the laser is still working.anyway it wont hurt cleaning the the lens and see what happens no cart is needed just make sure the cd unit is connected properly.
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me joining 1Emulation was a classic moment for me.
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Kof 2003... Did I Miss Something?
James replied to bled2deth17's topic in Arcade Emulators [/pc/arcade]
There's also the option (if you have a slower pc) to use a custom compile of FBA (Final Burn Alpha). Yes this is good for old pc's as i tried it on a AMD K6-2 450MHZ and kof2003 worked great on it using Final Burn Alpha. -
http://haze.mame.net/ 0.81u5 General Source Changes Removed vblank callback logging left in by mistake [Aaron Giles] Fixed slow Seattle boot times caused by recent IDE change [Aaron Giles] DCS2 upload command HLE optimization (to make driver easier to work with) [Aaron Giles] MIPS core interrupt fixes [Aaron Giles] MIPS core MIPS3DRC_FLUSH_PC option for accurate PC handling when debugging [Aaron Giles] Fixed MIPS bug when directly accessing 2-byte values in big endian mode [Aaron Giles] Seattle Update [Aaron Giles] seattle.c: * improved VBLANK interrupt handling * cleaned up handling of DMA operations * DMA operations now properly pause if they can't write to the voodoo * now returning proper PCI IDs for the bridge device * mapped more inputs and DIP switches for Biofreaks * fixed clock speed for Wayne Gretzky's 3D Hockey * cleaned up memory maps * added Vapor TRX to the supported games * added entries for Hyperdrive and SF Rush: The Rock (no hard disks ATM) midwayic.c: * added faux support for setting the real time clock (to pass diags) * added shuffle map for Vapor TRX * implemented crude loopback in UART (to pass diags) voodoo.c: * added full memory FIFO emulation * removed hack for fastfill operations after a buffer swap * added compile time option to reduce the resolution * added client callbacks for VBLANK synchronization * cleaned up handling of statistics and debugging info * added optional R/B component swapping (for vaportrx) * fixed crashing problems when executing Midway POSTs * now dynamically computing refresh rate based on hSync/vSync registers Improved Raiden 2 Sprite Drawing [David Haywood] Game still not playable due to banking / protection issues Misc Fixes [Nathan Woods] src/osdepend.h: - Added __attribute__((noreturn)) to osd_die() when compiling under GCC 2.5 and greater src/memory.c: src/state.c: src/x86drc.c: src/cpu/i386/i386.c: src/cpu/i386/i386op16.c: src/cpu/i386/i386op32.c: src/cpu/i386/i386ops.c: - Converted printf()/exit() combination of calls to osd_die() src/windows/config.c: - osd_die() messages now get sent to both logerror and console output src/cpu/i386/i386op16.c: src/cpu/i386/i386op32.c: src/cpu/i386/i386ops.c: - Implemented i386 in/out instructions Model 1 lighting improvements [ElSemi] TMS32025 Fixes [Phil Stroffolino, Quench] SPI System Updates [Ville Linde] * Applied text layer decrypt to the regular tiles, it also improves them a lot * Greatly improved tilemap emulation including scrolling, layer disables, etc. * Improved tilemap emulation further, including tile bank select and palette bank select. * Supports alternate (older?) video hardware in viperp1 with one fewer tilemap and a different VRAM layout. * Added mahjong keyboard controller for ejanhs, but it doesn't coin up yet. * Improved sprite drawing * Sound starting to work in the single-board rf2_us Konami GX Cleanups [R.Belmont] * Removed Acho's fake dipswitches to avoid confusing real PCB owners * Unified and cleaned up memory maps to latest specs. * Some more protection emulation for rushhero (the spritelist is now copied to the right place), but no visible results * Removed unused routines to stop warnings on GCC 3.3+ * Fixed the PSAC tile decode for type 3 and type 4 games. * Fixed the PSAC tilemap flipx/y flags for type 3. Rock-ola Improvements [Curt Coder] drivers/rockola.c sndhrdw/rockola.c - More cleanup - Added sn76477 interfaces to other games, not connected yet, needs discrete sound expert (wink wink) - Added vanguard SHOTB sound effect - Added NO_DUMP to vangrdce fake roms - Correct ROM names for nibbler from manual MegaPlay Improvements allowing it to pass more checks [barry Rodewald] New Games supported or promoted from GAME_NOT_WORKING status: ------------------------------------------------------------- Brave Blade [smf, David Haywood] Ray Storm [smf, Olivier Galibert] Pirate Treasure [stefan Jokisch] New Clones supported or promoted from GAME_NOT_WORKING status: -------------------------------------------------------------- NBA Maximum Hangtime v1.03 [Asure] Leprechaun (Pacific Polytechnical license) [stefan Jokisch] New Non-Working games / clones supported ---------------------------------------- MegaPlay: Tecmo World Cup [David Haywood] MegaPlay emulation is still incomplete Vapor TRX [Aaron Giles] locks up when you attempt to start a game San Francisco Rush: The Rock [Aaron Giles] Hyperdrive [Aaron Giles] missing harddisks
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Need Keypord Fix For Kof2k3 On Nrx
James replied to shin-force's topic in Arcade Emulators [/pc/arcade]
hhmm Arcade games are not meant for keyboards.go buy a gamepad or something. -
Anyone Know Of Any Good "hacked" Roms
James replied to Mr Bongwater's topic in Arcade Emulators [/pc/arcade]
hhmm it's a shame about these hacks -
I never had any stolen.but they have attempted a few times the alarm warned them them off is there Holden in the US ?
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You're a moderator, are you not? Close it. Yeah im a mod but since the last rising of 1emu the moderator thing is simply a pretty blue bar under my name.......no powers. And also mods dont have universal power (at least not all mods) so depending on forum area some may or may not be able to use the MOH DEE FYE AH!!! move. So what you are trying to say is: "My hands are tied". Oh well... *Starts eyeballing GameCop* I could close it if i wanted to but do not see any reason to do so.
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mmmmmmm lots of easter eggs for me oh no now i have a tooth ache
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Graphics Problem In Waku Waku 7 (for Mame)?
James replied to Snesgamer's topic in Arcade Emulators [/pc/arcade]
update the rom -
if it's a slightly old PC use win 98 otherwise use win2k
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He didn't respond the first time...he's keeping his identity hidden. He's like Batman. GameCop will never tell you.so i suggest you stop asking
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Overclock Codes For Games That Slowdown
James replied to Prican25's topic in Arcade Emulators [/pc/arcade]
never heard of such a thing -
Need Asr.dat For Kawaks!
James replied to Thunder In Paradise's topic in Arcade Emulators [/pc/arcade]
hhhmmm thats strange cause its only the p rom that needs to be fixed -
no idea really
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http://haze.mame.net/ What's New: 0.81u4 General Source Changes Hyperstone CPU core fixes [Pierpaolo Prazzoli] - Added addressing of next byte if in load / store instructions using Displacement Address Mode PC is used as register destination - Added local registers wrap around modulo 64 - Added trap instructions to the dasm - Added some debug info when high global registers are written - Fixed some wrong format in the dasm - Changed reset to act as an exception, as the doc claims (before it crashed if reset was used as an exception) Killer Instinct Fixes [Aaron Giles] * cleaned up memory maps * found second bitmap page, fixing a bunch of video problems and romoving the egregious hack I had in there before * fixed sound reset and initialization * all diagnostics pass * fixed coinage dipswitches * added 2 alternate ROM sets for each game Fixes: kinst067gre2, kinst072gre MIPS DRC fixes [Aaron Giles] Fixes an edge case where a memory access like: lw r3,$0(r0) would leave the stack in a funny state and lead to a crash. Fixes kinst067red. Instructions of the form: ld r10,0(r10) Would load the low word into r10 first, and then use the modified r10 (plus 4) as the address of the high word. Bad bad bad. Fixes the sky graphics in several of the kinst2 levels. ZN Improvements [smf] 24-bit rendering support for Judge Dredd Updates to the 'jalmah' driver [Angelo Salese] kakumei and kakumei2 now boot but neither are playable due to protection Misc Updates [Nathan Woods] src/windows/windows.mak: - Fixes the afore mentioned problem with x86drc.c src/fileio.c: src/windows/fileio.c: - Adds in a new (windows only) mode for opening files whereby files can be opened for read/write, but changes are not actually not written to the original file but rather to a temporary file. This trick is used by the MESS testing facility so that tests do not mutate the images they operate on. - Small cleanups src/png.c: - Replaces a #ifdef MESS/#else/#endif combo with a usage of the APPNAME macro SPI / 386 updates [Ville Linde] * raidnfgt now runs normally and correctly through attract mode and gameplay, modulo the encrypted graphics. Still kinda mesmerizing * viperp1 starts to boot now, but doesn't get very far * Hooked up the Z80 bankswitching, so sound started playing in some games (notably Raiden Fighters). (R.Belmont) Various ST-V updates [Mariusz Wojcieszek] fixes sprites in groovef which is now playable, adds some RBG0 scrolling which greatly improves background graphics in cotton2, cottonbm, grdforce and othellos Debugger Fixes [Aaron Giles] This is a quick attempt to make the debugger more useable with the new memory system. The masking of addresses and data should now be working properly again. Also, you can go to any memory window and type 'P' to view program address space, or 'T' to view data address space. OSD 'NO EXECUTE' Support [Aaron Giles] This patch introduces two new OSD functions: osd_alloc_executable(); osd_free_executable(); For most platforms, these can just map to malloc and free. However, starting with WinXP SP2, if you are running on a processor that supports the NO_EXECUTE bit (currently only 64-bit AMD chips), standard user-mode memory allocations won't allow you to put code in them and execute it. Since this is exactly what x86drc.c does, I've added the two functions above. On Windows, these map to calling VirtualAlloc and VirtualFree, which allow you to specify the read/write/execute states of the pages thus allocated. Lethal Justice / Egg Venture Cleanups [Aaron Giles] * merged memory maps * fixed video size in Egg Venture to correct flicker * switched to VIDEO_RGB_DIRECT * removed unnecessary ROM regions and memcpy'ing Rockola Cleanups / Fixes [Curt Coder] * Fantasy/Nibbler/Pioneer Balloon drivers/rockola.c sndhrdw/rockola.c - Correct CPU frequency from schematics - Hooked up SN76477 sound for BOMB effect - Merged memory maps - Cleaned up driver a bit - Fixed dips - Enabled debug inputs New Games supported or promoted from GAME_NOT_WORKING status: ------------------------------------------------------------- Ghostlop (prototype) Super Rider [Aaron Giles] Some ST-V Games these are still very slow;-) Groove On Fight [Mariusz Wojcieszek] Othello Shiyouyo [Mariusz Wojcieszek] Danchi de Hanafuoda [thanks to Runik/Saturnin] New Clones supported or promoted from GAME_NOT_WORKING status: -------------------------------------------------------------- Driving Force (Galaxian hardware, bootleg) [Pierpaolo Prazzoli] Snow Bros (set 4) [Fabrice Arzeno] New Non-Working games / clones supported ---------------------------------------- Lord of Gun some sort of protection? Taito JC System will need 68040 and mc68hc11m0 emulation before its going to work Densya De Go (1, 1ex, 2, 2ex) Side by Side (1 & 2) Landing Gear
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5 foot not sure what i weigh tho
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not bad site about the emulators for kof2003 that kawaks dev is lame and its not the only emulator that plays kof2003