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0.129u6
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MAMETesters Bugs Fixed
----------------------
- 02963: [Documentation] All games in aristmk5.c: Added region info
to all games (Heihachi_73)
- 00015: [Sound] Noticeable static in OKI 6295 audio. (Aaron Giles)
- 02698: [DIP/Input] royalmah.c: BET games: Bet button does not work
by default. (Angelo Salese)
- 02180: [Core] Corrupt archives are read without problems (couriersud)
- 02694: [DIP/Input] demoderb, demoderm: Duplicated input definitions
for P1 and P2 buttons. (couriersud)
- 02983: [Crash/Freeze] racedriv and clones: Race Drivin' and clones
loop after "downloading DSP" screen (Phil Bennett)
- 02998: [Crash/Freeze] pkunwar, ninjakun, raiders5: These games don't
make it through their rom checks. (Phil Bennett)
- 02368: [DIP/Input] fourtrax: Controls are glitched (Phil Bennett)
- 02996: [Crash/Freeze] hotchase: [debug] Access Violation
(Phil Bennett)
- 02894: [Graphics] cprosocc: Ingame graphics corruption.
(Phil Bennett)
- 02711: [DIP/Input] spacegun: EE-ROM error after gun calibration.
(Phil Bennett)
- 02478: [Graphics] finalapr, finalapo, finalapb, speedrcr: Some
graphics are not displayed. (Phil Bennett)
- 02877: [Sound] deadang, leadang, ghunter: Music drowns out sound
effects (Phil Bennett)
- 02995: [Crash/Freeze] liberate, dualaslt: Black screen shows after
disclaimer (Phil Bennett)
- 02994: [Crash/Freeze] labyrunr, labyrunk, tricktrp: Booting is never
completed (Phil Bennett)
- 02991: [Graphics] polyplay: Broken graphics when playing
(Phil Bennett)
- 02526: [Graphics] mahmajn2: Missing 'special' linescroll mode.
(Olivier Galibert)
- 02979: [Graphics] All sets in m10.c: Dialog box on all sets in m10.c
(couriersud)
- 02988: [Crash/Freeze] blswhstl, detatwin: ROM RAM EEPROM Check fails
at startup (Phil Bennett)
- 02980: [Documentation] wsbbgd: Year is listed as 200?, flyer
confirms as 2001 (incog)
- 02986: [Documentation] ggxx: Year listed as 200?, confirmed as 2002
(incog)
- 02985: [Documentation] ggxxrl: Year is listed as 200?, confirmed as
2003. (incog)
- 02973: [Crash/Freeze] chmplst2: Access Violation (Phil Bennett)
- 02964: [Sound] dingo: No Audio (Phil Bennett)
- 02965: [Crash/Freeze] gradius, gwarrior, rf2, twinbee: Bootup
process is never completed/No Sound (Phil Bennett)
- 02909: [Original Reference] boothill: Specification of discrete
filters for shot and hit sounds doesn't agree with schematic.
(Derrick Renaud)



Source Changes
--------------
Added built-in layouts for a large number of games: 280zzzap,
buggyboy, buggychl, cbombers, changela, chasehq, chqflag, contcirc,
dblaxle, finallap, grchamp, hotchase, lagunar, outrun, overdriv,
pdrift, polepos, radr, roundup5, sci, slipstrm, stocker, superchs,
topspeed, toutrun, turbotag, tx1, wecleman. [Mr. Do!]

Merged memory maps in nemesis.c. [Aaron Giles]

Scramble now is a lot closer to reports and recordings (background
sound, sound of bullets). [couriersud]

Fixed descriptions of the games running on NAOMI series hardware,
and NAOMI game list. [Yasuhiro Ogawa]

Input ports clean-up for the jangou driver. [Angelo Salese]

Finally low pass filtering on channel 2A in btime driver: [couriersud]
* Changed resistor to bill of material value
* Adjusted volume level and added more documentation

Fixed regression (missing graphics) in ipminvad (m10). [couriersud]

Added support for System 24 tilemap linescroll modes.
[Olivier Galibert]

Various improvements to Heavy Unit:
[Angelo Salese, Tomasz Slanina, David Haywood]
- Added a VERY preliminary simulation of the protection, just enough to get the game to boot, not make it playable
- Corrected CPU communication, IRQ/NMI generation etc.
- Fixed some video emulation issues (added tilemap scroll etc.)
- Corrected GFX rom loading (at least for the graphics used in attract mode)

Fixed King Derby sprite colors [Stefan Lindberg, Angelo Salese]

Merged tetrisp2 memory maps. Renamed teplus2->tetrisp2j. [Aaron Giles]

Merged labyrunr memory maps. [Phil Bennett]

Added GAME_IMPERFECT_GRAPHICS to Tutankham & clones. [couriersud]

Hooked up layer enables in goldstar.c driver, fixes 'girl' in Cherry
Master. [David Haywood]

Scaled up renegade and mjkjidai ADPCM levels in line with recent
clock_adpcm() change. [Phil Bennett]

Converted all drivers to the new device-based 6821 PIA. [Aaron Giles]

Added new function memory_install_read_port_handler() to more
easily allow you to install read handlers for ports based on tag.
[Aaron Giles]

Removed input_port_read_handler8/16/32/64 functions, since they
were really only used for getting a memory handler for a port by
tag, and this is no longer necessary. [Aaron Giles]

Moved input port handlers to internal code in the memory system.
[Aaron Giles]

Added port names to the taito8741 device pending its proper
devicification. [Aaron Giles]

Removed all remaining uses of input_port_n_r() functions, and
purged them from src/emu/machine/generic. [Aaron Giles]

Removed device types from device queries that use tags, under the
assumption that all device tags are unique. Specifically, the
following no longer need to provide a device type:

AM_DEVREAD/WRITE
DEVCB_DEVICE_HANDLER
devtag_get_device
devtag_reset
device_list_find_by_tag

as well as several device interfaces that referenced other devices.
[Aaron Giles]

Moved SH2 set info functions to direct calls. [Aaron Giles]

Various improvements to the Zero Target / Counter Steer HW and
cleaned-up the driver. Fixed foreground & background colors and
hand-tuned sound in Zero Target based on a side-by-side test.
Fixed sprite colors. [Angelo Salese]

Fixed pedals in Final Lap 3. [Phil Bennett]

Hooked up correct C75 MCU in namcofl.c (based on RB's namconb1.c
implementation) [Phil Bennett]

Corrected Dip-Switch settings for Zero Target.
[Yasuhiro Ogawa, Angelo Salese]

maketms: Free strings on exit. [Olivier Galibert]

tms57002 - don't abort on unimplemented instructions.
[Olivier Galibert]

Changed eeprom erase command to write 0xff values.
[Pierpaolo Prazzoli]

Fixed handling of corrupt archives: [couriersud]
* corrupt files in archives now generate an error
* archive files ending in "/" will not be tested for crc - skip path entries
* add new flag FILE_OPEN_NO_PRELOAD to skip decompressing on open
This is used in audit.c, which only tests whether files exist
* added error checking to all calls to load_file_zipped

Added flags to the CHD metadata entries, encoded in the top bit. Right
now it is a no-op, but eventually will be used to indicate which bits
of metadata are included in the overall checksum. [Aaron Giles]

Fixed gcc 4.4 compilation error. [Belegdol]

Fixed auditing of ROM-less systems (for MESS). [Rene Reucher]

Another round of static/const qualifier additions, plus a rename of
has_addon_chip to snes_has_addon_chip. Notably a number of
z80ctc_interface are now const (devicification must have removed the
cases where it was dynamically modified). [Atari Ace]

Added the correct gfx roms to jjsquawkers bootleg. [David Haywood]

sfbonus version cleanups part 1. [David Haywood]



New games added or promoted from NOT_WORKING status
---------------------------------------------------
Great Sluggers 94 (Japan) [Phil Bennett]
Daisyarin [Yasuhiro Ogawa]
Mahjong Club [Yasuhiro Ogawa]



New clones added
----------------
Violence Fight (Japan)
Joker Poker (Version 16.03BI) [Jim Stolis] (not working)
Scud Race (Japan) [Leif Hurst] (not working)
Splatter House (World new version) [Andy Henderson]
New clones: T-MEK (3 sets) [Lars Bull]



New games marked as GAME_NOT_WORKING
------------------------------------
Tokimeki Mahjong Paradise Doki Doki Hen [Uki]
E-Jan Sakurasou [Uki]
site:MAME | Source Updates
 

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A Model 3 emulator was merged with MAME like 3-4 years ago. I would think that at least one retarded game would be working, but I just continue to see a bunch of random **** from the '70's that I've never heard of.
 

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Bull****, **** you MAME devs. I'm SO glad that we have 500 Japenese porno Mahjongg games running in MAME right now.
if you are so annoyed why dont you make your own arcade emulator.
 

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If I could code I'd be all over it. This reminds me of a quote in Paratech's signature, but I don't exactly remember how it goes.
Did you mean the one about MAME emulates all games including the crappy ones, or the one where MAME isn't a democracy and end users can't vote?

:evil:

I'm not a big fan of Mahjong, let alone Mahjong pron, but there are people who like it, just like I'm a big Chinese Hero fan and probably 90% of MAME users couldn't care about that game.

:wub:
 

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Did you mean the one about MAME emulates all games including the crappy ones, or the one where MAME isn't a democracy and end users can't vote?

:evil:

I'm not a big fan of Mahjong, let alone Mahjong pron, but there are people who like it, just like I'm a big Chinese Hero fan and probably 90% of MAME users couldn't care about that game.

:wub:
Well, actually, both, but I was specifically thinking about the democracy one.
 

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I'm not a big fan of Mahjong, let alone Mahjong pron, but there are people who like it, just like I'm a big Chinese Hero fan and probably 90% of MAME users couldn't care about that game.

:wub:
I am one of 90%.. Maybe 90.1% of Mame user doesn't care about that game. The Mahjong porn games are absolutely ridiculous.
 

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mame wont get a massive speed boost if it used gpus, there is a build of mame that does that and its more like 10% speed boost since the rendering of the games under any circumstances must be done by the cpu since the arcade machines never used windows as a base operating systems and used a windows based graphics card... like gauntlet legends it used a 3dfx card but still it didnt use normal rendering methods, so even if you get the same video card it wont work since it doesnt use the same 3dfx rendering libraries as windows or any other os for that matter... hence why it hasnt officially implemented, also it bring more graphic bugs as well
 

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mame wont get a massive speed boost if it used gpus, there is a build of mame that does that and its more like 10% speed boost since the rendering of the games under any circumstances must be done by the cpu since the arcade machines never used windows as a base operating systems and used a windows based graphics card... like gauntlet legends it used a 3dfx card but still it didnt use normal rendering methods, so even if you get the same video card it wont work since it doesnt use the same 3dfx rendering libraries as windows or any other os for that matter... hence why it hasnt officially implemented, also it bring more graphic bugs as well
Wrong. Read *THIS* thread.
 
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