Robert Posted August 29, 2005 Share Posted August 29, 2005 0.99u5------ MAMETesters Bugs Fixed----------------------docastle093u2ora [Corrado Tomaselli]sindbadm37b2gre [Pierpaolo Prazzoli]mgakuen094u1gra [Roberto Fresca]tdfeverj087u4gra [Roberto Fresca] Source Changes--------------Completed renaming of core structures. Most pervasive change was "struct tilemap" is now just "tilemap". [Aaron Giles] Added save state support to the Cinematronics vector games. [buddabing] Added blending to the alt tilemap code in psikyosh.c, fixing the final boss in Sol Divide. [David Haywood] Improvements to the Witch/Pinball Champ '95 driver: [sebasten Hegon] * The games now show some graphics (the palette seems OK) and play some music and sounds. * Since the controls are not yet figured out completely, they are still mapped as dipswitches. * An NVRAM reset is required the first time you launch Witch (via the associated dipswitch). Pinball Champ seems to automatically do this. * The sound part required some patching in sound/es8712.c. I disabled the hardcoded inconditional looping, and made the sound start when writing at offset 0x06 (cf patch). vmetal does not seem to be affected. * As far as gameplay is concerned, the ball will freeze (in game and demo mode), and I don't know why. The video hardware is not completely figured out and may be the culprit. * The coin in/out mecanism needs some work too. Some improvements to Jolly Card: [Roberto Fresca] * Added extra hardware info (pinouts and dips). * Added the correct dipswitch to Jolly Card. Hopper and Points/pulse not tested due to preliminary driver state. The rest are working properly. Remember to delete the nvram and reinitialize to see some changes. * Added almost the same dipswitch to Magic Card II (Bulgaria). Significant changes to the save state system: [Aaron Giles] * Added alternate save state pre-/post-load function types that take integer or pointer parameters. Updated several sound cores and other files to take advantage of this. * Made state handler registrations track like other scoped resources (timers, memory) so that registrations can occur as late as MACHINE_INIT time. * Added logic to detect registrations after MACHINE_INIT time and prevent saves in that case. * Added logic to detect when CPUs or sound chips haven't registered anything to save/load. When this happens, info is logged to error.log and saves/loads are disallowed. * Allocated timers are now automatically saved and restored as part of the save state. The global time is now restored as well as a bunch of CPU execution state. This should produce more reliable restores. * Added logic to defer saves until all anonymous timers have cleared. If a driver uses many anonymous timers it may not be possible to ever successfully save, so the operation will time out after one second. * Before restoring, the machine is now reset. This gives a more consistent environment for the load to occur. * Re-enabled save state support for YM2151. * Added save state support to the classic Namco sound system. * Added save state support to the samples sound system. * Removed anonymous timer usage in machine/scramble.c. New games added or promoted from NOT_WORKING status---------------------------------------------------Muroge Monaco [David Haywood]The First Funky Fighter [Luca Elia] New clones added----------------SAR - Search And Rescue (Japan) [Pierpaolo Prazzoli]American Poker II (set 4) [Roberto Fresca] Source http://www.mamedev.com Link to comment Share on other sites More sharing options...
Weirdy Posted August 29, 2005 Share Posted August 29, 2005 and, Tetris Grandmaster 2 was removed from the ZN driver Link to comment Share on other sites More sharing options...
Agozer Posted August 29, 2005 Share Posted August 29, 2005 and, Tetris Grandmaster 2 was removed from the ZN driverI can't even find the game on my usual sites. :/ Link to comment Share on other sites More sharing options...
sammaz Posted August 29, 2005 Share Posted August 29, 2005 you can get it in the.99-.99u4 roms update pack...i only play vertical games...is that controvercial Tetris game horizontal? Link to comment Share on other sites More sharing options...
Weirdy Posted August 29, 2005 Share Posted August 29, 2005 it's the same size as all ZN games I guess it's vertical Link to comment Share on other sites More sharing options...
James Posted August 30, 2005 Share Posted August 30, 2005 and, Tetris Grandmaster 2 was removed from the ZN driver<{POST_SNAPBACK}> Tetris Grandmaster 2 is not ZN hardware. I have the roms anyway Link to comment Share on other sites More sharing options...
Weirdy Posted August 30, 2005 Share Posted August 30, 2005 and, Tetris Grandmaster 2 was removed from the ZN driver<{POST_SNAPBACK}> Tetris Grandmaster 2 is not ZN hardware. I have the roms anyway <{POST_SNAPBACK}>no? what kind of hardware is it? Link to comment Share on other sites More sharing options...
James Posted August 30, 2005 Share Posted August 30, 2005 Psikyo PS5V2 hardware ---------------------------- Dragon Blaze, Psikyo, 2000Gunbarich, Psikyo, 2001Tetris The Grand Master 2, Psikyo, 2000Tetris The Grand Master 2+, Psikyo, 2000 ------------------------------ Board PS5V2 (Custom Chip PS6406B) --------------------------------- Dragon Blaze ©2000 Tetris The Grand Master 2 ©2000 Tetris The Grand Master 2 Plus ©2000 (Confirmed by Japump to be a Dragon Blaze upgraded board) GunBarich ©2001 (Appears to be a Dragon Blaze upgraded board, easily replaced chips have been swapped) Link to comment Share on other sites More sharing options...
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