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Engrish is the great!
349 Posts
Discussion Starter #1
Here's the changelog:

MAMETesters Bugs Fixed
- 02810: [DIP/Input] hanaroku,hanaawas: Input keys are
inconsistent with other hanafuda games [Sonikos]
- 02852: [Known Issues/To-Do's] cloak and clones: Message "SLAVE
COM BAD" flashes before game startup (Phil Bennett)
- 02847: [Crash/Freeze] all cloak.c and midzeus.c sets: [debug]
Access Violation (Phil Bennett)
- 02842: [Graphics] logger: gfx issue (Aaron Giles)

Source Changes
Fixed compilation errors if HAS_SAMPLES is 0. [Nathan Woods]

Stop crash/assert when trying to decrease the debugger memory window
bytes per line to 0. [Phil Bennett]

Improved implementations for undocumented instructions 63, 67, 6f, 73,
77, 7b, 7f, 9c, 9e, ab, e3, e7, ef, f3, f7, fb, and ff in the n2a3
cpu core. [Wilbert Pol]

Force recalculation of screen parameters when only the MC6845 input
clock changes. [Wilbert Pol]

Seibu CRTC part 1: [Angelo Salese]
* Merged Sengoku Mahjong & Good e Jong video HWs
* Added correct scrolling functions for Sengoku Mahjong
* Removed some positioning kludges in both drivers

Fixed Sengoku Mahjong hopper error after first winning match.
[Angelo Salese]

Removed deprecat dependancy from Good e Jong, one irq wasn't needed
at all (points to a reti). [Angelo Salese]

Fixed cpu reset for upd78c06. [Wilbert Pol]

Added new #define ENDIANNESS_NATIVE, which maps to either
Unlink LSB_FIRST, ENDIANNESS_NATIVE always exists and can be used in
expressions without invoking the preprocessor. [Aaron Giles]

Added macro ENDIAN_VALUE_LE_BE() which selects one of two values based
on the endianness passed in. Also added NATIVE_ENDIAN_VALUE_LE_BE()
which calls ENDIAN_VALUE_LE_BE with ENDIANNESS_NATIVE. [Aaron Giles]

Updated a number of drivers and call sites to use these macros in
favor of #ifdef LSB_FIRST. [Aaron Giles]

Removed some stray ADDR2BYTE/BYTE2ADDR macros that have been replaced
by inline functions. [Aaron Giles]

DRC frontends must now do their own opcode fetching unfortunately.
Updated all DRC cores to do this. Also tweaked a few oddities in the
SH2 DRC. [Aaron Giles]

drw80pkr changes: [Jim Stolis]
- Added bankswitching to program memory
- Partial graphics support
- Partial sound support

Preliminary ADPCM hook-up to Jantotsu, it plays something but it's
not yet right. [Angelo Salese]

Removed redundant config parameter from SND_START. [Aaron Giles]

Fixed gfx regression with 18 Holes Pro Golf and added proper memory
map for the second cpu. [Angelo Salese]

Sound cores no longer allocate their own tokens. Instead they return
a new integer value indicating the size of token they want, and the
core allocates it for them. This mirrors the standard device behavior.
[Aaron Giles]

SRMP5 update [tsBTN0640]
- sound pitch is low with current st0016 driver.

Fixed Perfect Soldiers input (added missing button3) [a3SEybxT0]

Added missing key for sfiiij and sfiii2j [swzp1Dp/0]

Tidied up the micro3d driver and fixed sound. [Phil Bennett]

Increased Cloak & Dagger interleave quantum to eliminate 'SLAVE COM
BAD' startup message. [Phil Bennett]

Major cleanup to IGS poker games [Mirko Buffoni]
- Renamed csk driver to igspoker. This includes Champion Poker,
Champion Skill, New Champion Skill
- Converted drivers to tilemap system and unified video section
- Unified memory maps and checked all input ports
- Removed obsolete palette handlers and made use of generic handlers
- Added layout for lamps handling
- Added hopper simulation
- Added New Champion Skill (different set, maybe original
international release) and renamed current igs_ncs to igs_ncs2
(2000 version for italian market)
- Promoted igs_ncs2 to working state, but set GAME_IMPERFECT_GRAPHICS
(missing initial notice screen)
- Moved Jackie to a separate driver (it's a slot machine game)
- Made some progress on Jackie which now boots (toggle mode to play,
but work still needs to be done)

Virtual Combat and Shadow Fighters update. [Phil Bennett]
* Fixed framebuffer handling & screen parameters.
* Added sound.
* Corrected RAM sizes to match what is present on the PCBs.
* Hooked up NVRAM.

Fixed clamping to 12 bit range to Okim6376, and adjusted volume
attenuation accordingly. [Mirko Buffoni]

Fixed TMS5220 speech in Turbo Sub [Phil Bennett, Jay Gallagher]

adp improvements: [robiza]
- implemented p1 inputs in skattv and fashiong (service mode is

Defined ROM_LOAD64_WORD/ROM_LOAD64_WORD_SWAP in emu/romload.h.
[Phil Bennett]

cb2001: mapped two more opcodes. [robiza]

Fixed Soul Calibur (vs. Inferno) [4oj9/xJ+0]

Added custom 3-screen layout to Stepping Stage driver. [Naibo Zhang]

Changed yunsung8 oki xtal to 400khz, verified on pcb. Unfortunately
I couldn't verify the main xtal which was missing on my pcb.
[Corrado Tomaselli]

Restored previous cycle eating behavior in gstream. [Mamesick]

Changed device start routines to no longer return a status. Instead,
if a device needs to delay its initialization pending the startup
of another device, it must call the new function device_delay_init().
[Olivier Galibert]

New games added or promoted from NOT_WORKING status
Give us a Break (2 sets) [Phil Bennett]
Ten Up (2 sets) [Phil Bennett]
Himeshikibu (Japan) [Uki]
Super Othello [Tomasz Slanina]

New clones added
Cannon Ball (Yun Sung) (vertical) [David Haywood]
Sega Water Ski (Japan, Revision A) [Smitdogg Jones]
Raiden Fighters 2 (USA, SPI) [Arzeno Fabrice]
Stepping 3 Surperior [Naibo Zhang]
Get it here, people. :)

558 Posts
Playing Soul Calibur I noticed that the last battled is all messed up but now I see its fixed, cheers MAME team:thumb:
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