James Posted November 24, 2004 Share Posted November 24, 2004 http://www.mame.net/downmain.html 0.89---- General Improvements-------------------- Misc. Sega Improvements Improved inputs in DDCrew, all 4 players can now be used, although only the service coin works. [David Haywood] Hooked up Nitro button in Turbo Outrun [smf] Improved GPRider Sound [R.Belmont] Fixed Cotton, Turbo Outrun filenames [deadscreem] Fixed Thunderblade filenames Namco System 1 update [Nicola Salmoria] - added a new function tilemap_draw_primask(). This takes an additional parameter, which is ANDed with the contents of priority_bitmap before ORing it with the specified priority. Essentially, the old tilemap_draw() is equivalent to tilemap_draw_pribuffer(..., 0xff). The two should probably be unified. This new handling of priority_bitmap allows a more intuitive handling of pdrawgfx(), and more layers to be used (up to 31, instead of just 5 - Namco S1 needed . NOTE: to implement this change, I had to disable the asm optimized routines PDT16 and PDO16 in windows/oslinline.h. If they are useful for performance, they should be updated and reenabled. - fixed sprite handling and removed all the nonsense hacks from the video update - made sprite/tilemap priorities orthogonal (not sure if it was needed). - also updated System 86 (which uses the same sprite hardware) to the latest code. Curiously, this introduces sprite/sprite priority issues in Wonder Momo. I'm puzzled by this. - vastly improved the key custom emulation, shrinking it down to three basic types. This also fixed issues with pistoldm (e.g. bomb explosions, and other random events). - pistoldm061yel - fixed DAC sounds in berabohm and faceoff, two sounds at the same time were causing severe slowdowns. - fixed Namco logo in Dangerous Seed - cleaned up input ports, using PORT_INCLUDE - found some more debug dip switches - dspirit061gre - added support for visibility window, this fixes countless issues with partial video updates and the intro of Rompers - namcosx36rc2gre - fixed berabohm inputs - better ROM loading, closer to the hardware (though it uses more memory) - toggling the test mode dip switch is enough to enter test mode - no need to reset - removed the galaga88 set: it was a hacked version removing the key custom checks and disabling ROM checksum tests - cleaned up the CUS30 wavedata/sound command/RAM interface, put it all in a single function - splatter061gre: I don't think this is a bug - splatter061gre2: I don't think this is a bug, just dark brown would look black on an arcade monitor - splatter061gre3: please verify if this still applies / I don't think it is a bug - splatter061gre4: please verify if this still applies - namcos1c070u5gre: I don't think this is a bug, attract mode plays back a few seconds from the last game played. In bootup, there is no previous game, so no demo play. I agree it's awkward, though. Discrete Sound Update [Derrick Renaud] Discrete Sound Changes ====================== * Modified Discrete core node inputs to use pointers to the data, instead of moving the data into the inputs at each step. This speeds up discrete emulation. * modified all current modules and drivers to use new code. New Discrete Modules Added ========================== * DISCRETE_555_ASTABL has been modified to remove control voltage support. DISCRETE_555_ASTABL_CV has been added if control voltage is used. Game Driver Changes =================== * frogs- Removed discrete tongue sound for now. Added sample support. The buzz sound of flys is constant because it can't be emulated properly until full discrete support is added. Samples are from the ones posted by Twisty. New Non-Working games / clones supported---------------------------------------- Super Masters Golf [Phil Bennett, Chris Hardy, David Haywood] controls not hooked up yet Hyper Crash preliminary, not investigated much yet Super Monaco GP (2 new sets, Japan and US, without logos) [Charles MacDonald, David Haywood] same problems as the other sets (lack of controls) 0.88u7------ General Improvements-------------------- Many improvements to Sega System Pre16,16a,16b,18 drivers [Aaron Giles] Drivers cleaned up Most known video issues are now fixed Alien Storm, DDCrew, Clutch Hitter, Laser Ghost, Cotton and many others have greatly improved video. Alien Storm is fully playable DD Crew is fully playable but requires inputs to be fixed (currently only service coin and controls for 1 player work) Laser Ghost would probably be playable if the controls were correctly hooked up Moonwalker requires improvements to the MCU emulation We will now accept bug reports at Mametesters.org for any games running on the following drivers segas16a.c, segas16b.c, segas18.c Most of the bootlegs are still running on system16.c, please do not report bugs for these, nor for outrun or afterburner hardware. More Sega sets decrypted [Chris Hardy] mvpj, dcclubfd etc. Cleanups in bublbobl driver [Curt Coder] M6803 Patch [Nathan Woods] src/cpu/m6800/m6800.h: src/cpu/m6800/m6800.c: - Modified M6803 CPU core to use an internal memory map Fixed colours in Super Stingray with new proms [Pierpaolo Prazzoli] Improved sample support for rockola driver [Mame32Plus] New Clones supported or promoted from GAME_NOT_WORKING status:-------------------------------------------------------------- M.V.P (Japan) [Various, see sega update notes]Dynamic Country Club (US, Encrypted, Floppy Disk) [Various, see sega update notes]Vanguard (Japan) [Mame32Plus] New Non-Working games / clones supported---------------------------------------- Wizz Quiz (Konami) [Pierpaolo Prazzoli] bad program rom Several Sega S16 sets 0.88u6------ General Improvements-------------------- More Sega S16 improvements [Aaron Giles] video improvements, cotton title screen looks better but game currently suffers from other issues Further improvements to S16 decryption code [Nicola Salmoria] Support for Extra Effects in Taito F2 driver [bryan McPhail] Transparent sun in 1st level of Metal Black. Special effect on Metal Black level 5 boss who slides in under the bottom tilemap. All known effects in Gun Frontier (see the attract mode). The highlight effect in Quiz Crayon 2 map. The update also provides full 5 tilemap layer priority support in Metal Black (was previously 4 due to pdrawgfx limitation), and fixes priority problems in Ninja Kids (ninjak058gre). Improved sound in ring rage [Pierpaolo Prazzoli] Minor MESS specific patch [Nathan Woods] Fixed tinklepit p2 input [Pierpaolo Prazzoli] PPmast93 driver cleanups [Pierpaolo Prazzoli] New Non-Working games / clones supported---------------------------------------- BulletMVP (Japan) not decrypted 0.88u5------ General Improvements-------------------- Added flower proms (not used yet) New Debugger Improvement [Aaron Giles]Improved the drawing code on the Windows side so that the background color changesalign properly (mostly noticeable when using the cursor in the memory view). Another jalmah.c update [Angelo Salese] Fixed some filenames in track and field & scramble drivers [shinobiZ] Fixed hyperstone compile error [brad Oliver] i8x51 cpu core [steve Ellenoff] SCU DSP update [Angelo Salese] Various Sega S16 decryption improvements [Nicola Salmoria, Charles MacDonald] several more cpus read, improvements to decryption made based on those Sega S16 driver updates [Aaron Giles] some bits better, some bits worse for now New Clones supported or promoted from GAME_NOT_WORKING status:-------------------------------------------------------------- Title Fight (US)Plotting (set 2) [Pierpaolo Prazzoli]WWF Wrestlefest (bootleg) [Pierpaolo Prazzoli]Tiger Road (bootleg) [Pierpaolo Prazzoli] New Non-Working games / clones supported---------------------------------------- GP RiderTurbo Outrun (upgrade kit)Super Monaco GP decrypted (thanks to Charles MacDonald) but still have many issues 0.88u4------ General Improvements-------------------- Fixed Sprint2 watchdog issues [stefan Jokisch] Fixed nmg5.c crash [Pierpaolo Prazzoli] Fixed nitrobal inputs [sonikos] Jalmah.c updates [Angelo Salese]Fixed various stuff with the protection in the first version of this HW.This includesperfect color protection emulation,preliminary sound & preliminary tile transfer emulation Various Sega system 16/18 updates (moonwalker decryption keys etc.) [Chris Hardy] * note moonwalker needs a cpu core for the mcu (i8051 core?) before it will work Fixed a bug in the fd1094dp.c and fd1094.c decryption to allow for cotton to be decrypted [Nicola Salmoria] Added other hyperstone models, converted vamphalf driver to use 16-bit version [Pierpaolo Prazzoli] Discrete Sound Update [Derrick Renaud] Discrete Sound Changes ====================== * Removed the memory mapping system from the discrete inputs. It served no purpose and was never functional. It only added a layer of confusion to the code by forcing it's use on all current drivers that do not need it. If memory mapped inputs are needed in the future (not likely), then they can be added with a DISCRETE_INPUT_MAP function. * Now the discrete inputs are written to by their node name only. eg: discrete_sound_w(NODE_xx, data) * DISCRETE_INPUT and DISCRETE_INPUTX have been removed in favour of new easier to use input modules. * modified all current drivers to use new code. * moved discrete sound code from drivers and put in sndhrdw\ New Discrete Modules Added ========================== * DISCRETE_INPUT_DATA(node) - accepts 8-bit data from discrete_sound_w. Output at reset is 0. * DISCRETE_INPUT_LOGIC(node) - 0 if data=0; 1 if data=!0. Output at reset is 0. * DISCRETE_INPUT_NOT(node) - 0 if data=!0; 1 if data=0. Output at reset is 1. * DISCRETE_INPUTX_DATA(node, gain, offset, init) * DISCRETE_INPUTX_LOGIC(node, gain, offset, init) * DISCRETE_INPUTX_NOT(node, gain, offset, init) - same as above, but will modify the output by the given GAIN and OFFSET. At reset the output will be INIT modified by GAIN and OFFSET. Game Driver Changes =================== * skydiver - added proper watchdog. Merged memory map and added proper mirroring. Fixed coin input bug skydiver078u3yel. It's not a 100% accurate fix, but will work until I get the exact interrupt time. The current interrupt time was 100% off. It is now less then 25% off. Windows Debugger Updates------------------------ Fixed some compile errors [Nathan Woods] Misc updates [Aaron Giles]* Added a "PC" register to the I386 core so that it should work in the new debugger* Cleaned up stepping code* Now refresh the display and all debugger windows after each step while stepping* When running with the debugger window open (F5 or 'go'), now update the debugger views4 times per second* Can now break into the debugger even if you are focused on a debugger window* Memory/disasm windows now come up with the currently active CPU selected by default* added a new command: focus <cpunum>, which is equivalent to ignoring all other CPUs* changed ignore and observe to support multiple parameters so you can say "ignore 2,3,4"* changed ignore so that you are not allowed to ignore the last CPU* fixed ignore behavior so that other CPUs are truly ignored* fixed register window so that change hilights are maintained during scrolling and updates* changed debug memory accessors so they don't log on invalid memory accesses* tweaked the help text to indicate that help <command> works* added a new text attribute DCA_CURRENT, which is separate from DCA_SELECTED -- the mainvisible difference is that the memory view editing cursor is now hilighted red instead ofyellow In-line memory editing is now supported. To do this, I added a generic cursor concept to the view system. Each view can handle it however they want. Right now only the memory view supports a cursor. [Aaron Giles] Click in the memory view to place the cursor. Type over nibbles with 0-F, or use the arrow keys to navigate around. Tab cycles between the edit box and the memory editor. [Aaron Giles] updated psx core to show more registers [smf] New Games supported or promoted from GAME_NOT_WORKING status:------------------------------------------------------------- Woodpecker [Tomasz Slanina, Pierpaolo Prazzoli] Max-A-Flex driver [Mariusz Wojcieszek] Astro Chase (Max-A-Flex) Bristles (Max-A-Flex) Flip & Flop (Max-A-Flex) Boulder Dash (Max-A-Flex) Cotton [Chris Hardy, Lodewijk, Asure, Nicola Salmoria, David Haywood] many gfx problems, no sound yet New Clones supported or promoted from GAME_NOT_WORKING status:-------------------------------------------------------------- Jr Pacman (bootleg on pengo hw) [smf]Shinobi (set 3, 317-0049) [Chris Hardy] New Non-Working games / clones supported---------------------------------------- Raiden Fighters Jet (US SPI, Asia SPI) incomplete tile/sprite decryption Twin Squash protection issues Wonderboy 3, System 16a [Chris Hardy] incomplete s16a emulation 0.88u3------ General Improvements-------------------- More FD1094 improvements, a program to produce the key tables from dumped state datais now included as etc/fd1094dp.c, please note the key table format has changedslightly to reflect some new findings [Nicola Salmoria] Various fixes to prevent crashes in X86-64 compiles [Hans de Goede] Misc Fixes [Nathan Woods] src/cpuintrf.c: src/cpuintrf.h: - Adds a MESS specific CPU core src/inptport.c: - Fixed a few input group declarations on MESS specific input types src/sound/astrocde.c: - Moved some variable declarations to the tops of their respective groups. Converted mermaid.c to tilemaps [Curt Coder] * Mermaid drivers/mermaid.c vidhrdw/mermaid.c - tilemap conversion - cleaned up driver - merged memory map - removed fake input port Improvements to the Liberator driver, correct proms now used [Aaron Giles] Fixed addc, subc, mulu, muls in Hyperstone Core [Tomasz Slanina] (fixes title screen objects in suplup, and bullets in misncrft) Hyperstone updates [Pierpaolo Prazzoli]- Fixed software opcodes when used as delay instructions- Added nested delays Improvements to SPI decryption [Ville Linde] Jr Pacman driver cleanups [Aaron Giles] New Windows based debugger [Aaron Giles] ---------------------------------------- Note: The new debugger is enabled as the default debugger for the next few ureleases (in a debug build only) to allow feedback, it can be disabled bychanging the makefile (description of 1st update) There are some new behaviors and new ways of doing things you should be aware of. By default the debugger no longer "auto hides". This was a remnant of the way the old debugger worked that I have gotten rid of. If you want to hide all the debugger windows, just close the "main" debug window. It will return if you break in the debugger at a future time. The "main" window has four panes: a register list on the left, a disassembly around the current PC at the top, a console output window in the middle, and an input line at the bottom. The input line supports full editing features, and you can also use up arrow/down arrow to cycle through recently typed commands. Hitting Enter on a blank line in the console is equivalent to single stepping once. You can also do that with F11. To run, either use the "go" command or hit F12 (or close the "main" window). To run until the next CPU, either use the "next" command or hit F6. You can bring up multiple independent memory and/or disassembly windows by using the Debug menu. Each window can look at a different address space on any CPU. You can enter any expression (including those using registers from the CPU) into the entry line at the top of these windows in order to specify which address to begin displaying at. I've implemented a number of useful commands in the console. Type "help" to navigate the extensive online documentation for a number of examples on how to use these features. You can do some really cool stuff now with the conditional watchpoints and breakpoints. This is a work-in-progress, but it's pretty good now (IMHO) and stable for common debugging operations. Let me know what you like/dislike about it and what sorts of features you feel are still lacking. (description of 2nd update) F12 now means "run and hide the debugger". I found this was too useful to get rid of entirely.F5 just means "run", keeping the debugger visible. Enabling the debugger now forces window mode and prevents you from switching to full screen mode. (description of 3rd update) * Added step over/step out functionality. F10 or "over" steps over an instruction. Shift+F11 or "out" steps out of a subroutine or exception handler. Note that this feature relies on the disassembler to produce some flags indicating which instructions which need to be stepped over (generally CALLs and TRAPs) and which instructions end a step out search (generally RETURNs).* Modified the 680x0 and MIPS3 disassemblers to support these features.* Changed the disassembly view to back up 3 instructions when resetting (that is, the current PC should appear on the 4th line instead of the 1st line). This is not perfect, but works pretty well overall and should help see the previous couple of instructions when, say, a watchpoint is hit.* Improved filtering of keypresses so that they don't leak into the game when you are typing in the debugger. New Games supported or promoted from GAME_NOT_WORKING status:------------------------------------------------------------- Super Lup Lup Puzzle [Tomasz Slanina, Pierpaolo Prazzoli]Mission Craft [Tomasz Slanina, Pierpaolo Prazzoli] these now run due to cpu core fixes being made New Clones supported or promoted from GAME_NOT_WORKING status:-------------------------------------------------------------- Hot Rod (4 player, Japan) [Chris Hardy]Meteorites (italian clone of asteroids) [Pierpaolo Prazzoli]Liberator (set 2) [Aaron Giles]Street Fighter EX Plus (USA, 970407) [brian Troha] New Non-Working games / clones supported---------------------------------------- Raiden Fighters Jet (Single Board, US) [J. Rodman] Sega Y-Board skeleton driver Galaxy Force 2, Power Drift, G-Loc, Strike Fighter, Rail Chase *only* the driver file, no video has been ported yet so nothing works Woodpecker (2 sets) Yachtsman 0.88u2 General Improvements-------------------- Further improvements to the FD1094 decryption, this is now almost fully understood,additional FD1094 cpus are needed to work out the remaining details. Keys are nowstored in the romsets as they should be a close representation of the data stored inthe FD1094 CPUs [Nicola Salmoria] Fixed a few things which missed the Namco update in u1 [Phil Stroffolino] Corrected some rom names in Crowns Golf [shinobiZ] Corrected some rom names in Pengo [Gerald] Improvements in Mighty Warriors Driver [Pierpaolo Prazzoli] Added sprites buffer which fixed the "invisible" sprites Fixed text tilemap scrollx offset Haze added palette brightness Improvements to Twin Brats [Pierpaolo Prazzoli] Fixed sound banking Changed service switch button Changed visible area Merged memory map Moved gamename prefixes to end in pc10, nss and megatech [Aaron Giles] Fixed Joystick Axis problem [Aaron Giles] Discrete Sound Improvements [Derrick Renaud] Discrete Sound Changes ====================== * DISCRETE_555_ASTABLE - added option to use quick charge diode (will be needed for frogs.) Added option to disable oscillation if R1 (charge) is out of circuit (will be needed by invaders.) * DISCRETE_555_CC - modified to discharge cap due to natural losses if there is no charging current (needed by frogs.) This makes it more accurate then the current perfect cap that will retain a charge forever. * modified all current drivers to use new code. New Discrete Modules Added ========================== * DISCRETE_555_MSTABLE - 555 Monostable simulation Game Driver Changes =================== * frogs - added sound hooks. Added discrete "tongue" sound effect. Fixed bug in discrete code [brad Oliver] Improvements to Astrocade driver [Frank Palazzolo] - Professor Pacman Driver - works but fails 2 self-tests yet - Fixed collision detection in all games - Added NVRAM handling to robby (and profpac) - still not working always but self-tests pass. - Fixed bugs in astrocade sound code - Switched astrocade sound to stream system - Support stereo in wow, robby, gorf, profpac (Sounds great now!!) - Leds and coin counters added - All activecpu_get_reg() calls from astrocde games have been replaced with proper 16-bit Z80 port support through memory system - Renamed sndhrdw/astrocde.c to sndhrdw/wow.c since it is game- specific Fixed NMI handling in NEC cores [bryan McPhail] Cleaned up Twins driver and changed to use V20 [Pierpaolo Prazzoli] Some hyperstone debugger cleanups [Pierpaolo Prazzoli] New Games supported or promoted from GAME_NOT_WORKING status:------------------------------------------------------------- Bonks Adventure [sebastien Volpe] some gfx/sound issues Professor Pacman [Frank Palazzolo] New Clones supported or promoted from GAME_NOT_WORKING status:-------------------------------------------------------------- Superman (Japan) [Fabrice Arzeno] Gun Ball [bryan McPhail] *edit - actually i missed this one from driver.c, it'll be in u3 Hot Bubble [David Haywood] Force Break [Pierpaolo Prazzoli] New Non-Working games / clones supported---------------------------------------- Super Lup Lup Puzzle hyperstone CPU core bugs Raiden Fighters Jet encrypted gfx Born to Fight gfx emulation problems 0.88u1 General Improvements-------------------- Namco Update [Phil Stroffolino] Fixes priority in the NB1 games. POSIRQ support for Namco System 2 games no longer requires game-specific hacks. Hack for Metal Hawk tile size is no longer needed. Screen blanking (window) support added for System 2 hardware. Sprite-tilemap orthogonality for System 2 rendering. Mametesters bugs: nebulray066gre (kludge, real behavior not understood) namcosx36rc2gre (for system2) finehour053gre ordyne080u1gre rthun237b16gre i960 fix [R.Belmont, Stephan Cecchinel] Fixed errors in atanr and logepr Improvements to FD1094 emulation [Charles MacDonald, Nicola Salmoria] more sets now run (eswatu, fpoint, goldnaxc, cltchitr) Fixed scroll offset and rain priority in mwarr [Pierpaolo Prazzoli] Added EEprom support to Steel Force [Pierpaolo Prazzoli] Misc Fixes [Curt Coder] * 1943 drivers/1943.c vidhrdw/1943.c - Converted to use tilemaps - Cleaned up driver - Merged memory maps - Fixed inputs/dips based on manuals - Renamed 1943j to "1943: Midway Kaisen (Japan)" - Renamed 1943kai to "1943 Kai: Midway Kaisen (Japan)" * Gun.Smoke drivers/gunsmoke.c vidhrdw/gunsmoke.c - Converted to use tilemaps - Cleaned up driver - Merged memory maps - Fixed inputs/dips based on manuals - Removed GUNSMOKE_HACK and fake dips * Blue Print drivers/blueprnt.c vidhrdw/blueprnt.c - fixed clocks per schematic, sound pitch now higher - tilemap conversion - merged memory maps - fixed inputs/dips per manual - fixed rom names per schematic - clean up - correct 2H/4H clocks * Night Driver drivers/nitedrvr.c machine/nitedrvr.c vidhrdw/nitedrvr.c - removed gear/track display hack - merged memory map - fixed clock per schematic - added early revision roms info - fixed rom names per schematic - clean up * 1942 drivers/1942.c vidhrdw/1942.c - merged memory maps - fixed inputs/dips per manual Confirmed Libble Rabble Custom IO chip numbers [shaun Stephenson] jalmah.c improvements [Angelo Salese] Further improved the first version protection.Now you can boot in urashima/mjzoomin/daireika,with wrong colors(data is extracted from MCU code) and wrong tilemap positioning(these games uses the RANGE register,which needs further investigation). New Games supported or promoted from GAME_NOT_WORKING status:------------------------------------------------------------- Twin Brats [Pierpaolo Prazzoli] incorrect sound banking B.C. Story [David Haywood] Clutch Hitter [Charles MacDonald, Nicola Salmoria, David Haywood] incomplete sound emulation, some gfx problems D. D. Crew [Charles MacDonald, Nicola Salmoria, David Haywood] incomplete sound emulation, still some serious gfx problems in places Ping Pong Masters '93 [David Haywood] sound not yet emulated New Clones supported or promoted from GAME_NOT_WORKING status:-------------------------------------------------------------- Flash Point (Japan, Original) [Charles MacDonald, Nicola Salmoria] Senkyu (set 2) [Fabrice Arzeno] New Non-Working games / clones supported---------------------------------------- several system18 sets Link to comment Share on other sites More sharing options...
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