Robert Posted August 10, 2007 Share Posted August 10, 2007 SourceThis major change this time around is an internally revamped tilemap system. A set of regression tests have already been done and things look pretty good, so I don’t anticipate a lot of new bugs with the new code, but there will probably be a few things I missed. Make sure you read the top of tilemap.h (either in the source or in the online source when it is updated later today) for more detail on how the tilemap system works. Source0.118u1----------- MAMETesters Bugs Fixed------------------------------------boogwing0118yel [Aaron Giles] Source Changes--------------------------Fixed behavior of auto_realloc() so that it always reallocs from its original pool. [Atari Ace] Fixed divide-by-zero when running with -video none in some cases. [Atari Ace] ARM7 core fixes: [R. Belmont, Ryan Holtz] - Fixed behavior when R15 is the source of a MOV - Fixed flags calc for ADC/SBC - Fixed flags calc for NEG - Fixed flags calc for CMP - Fixed time running backwards on Thumb instructions - Fixed some ARM instructions doing indiscriminate change_pc()s Fixed converting CD's containing audio that were ripped by cdrdao, which was broken recently. The code is cleaner and more maintainable now. [smf] Fixed chdman_open() "w" to always create/truncate the file, leaving "r+" to try opening first and then truncating. This matches behavior in the core. [smf] Added missing port 3/4 to M6803 cpu core. [Curt Coder] Changed 6850ACIA to use MSB/LSB read handlers. [Curt Coder] Fixed two minor bugs in the COP400 CPU disassembler. Hooked up the internal 64 bytes of DATA RAM to the core. [Andrew Gardner] Added support in the debugger for reading/writing memory without translation. [Olivier Galibert] MSM6242 updates: [Ernesto Corvi] - Added support for 12/24 hour mode - Added support for the HOLD bit Galaxian driver updates: [stephh] - fixed 'spcdraga' GFX ROMS loading - 100% verified Dip Switches for all sets - added long notes for all sets Significantly revamped the tilemap rendering code. There are now only two tilemap types, based on whether or not you want transparency based on pen or color. All existing tilemap effects are built on top of these two modes. The internal tilemap handling code has been reorganized and simplified in a number of cases. For most games, this change is transparent (har har), apart from the change in tilemap type values. Several concepts within the tilemap system now have different terminology for clarity and to remove some ambiguous naming ('priority', for example, was overloaded). A small tutorial and better documentation is now present at the top of tilemap.h and provides more details of the changes. [Aaron Giles] New games marked as GAME_NOT_WORKING---------------------------------------------------------------Mahjong Almond Pinky [bET] (Roberto Fresca)Jack Potten's Poker (bootleg 2) (Roberto Fresca) Link to comment Share on other sites More sharing options...
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