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MAME 0.139u4
#236295 - 10/14/10 11:08 AM
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http://mamedev.org/updates.html
0.139u4 -------
MAMETesters Bugs Fixed ---------------------- - 04060: [Crash/Freeze] All sets in taitogn.c: NVRAM written incorrectly - games never start. (Aaron Giles) - 04068: [DIP/Input] viofight: Missing Player 2 button 3 (Tafoid) - 04063: [Gameplay] All sets in solomon.c: All characters in the game are missing (player and enemies) (hap)
Source Changes -------------- Converted amiga drivers to use driver_devices. Merged common code between legacy Amiga and AGA video systems. [Atari Ace]
Death to more NVRAM_HANDLERS. [Aaron Giles]
cdda - Added a per-channel volume setting function [Barry Rodewald]
M68k: Add more conditionals and FGETEXP instruction [R. Belmont]
Converted x2212 to a modern device. Changed x2212 device to return unmapped bits for the upper 4 bits. Added e2prom address space to x2212 so that the latched contents can be viewed. Updated starwars and firefox. Hooked up x2212 in foodf. [Aaron Giles]
Changed ccastles and cloud9 to use the x2212 instead of the hacked-up fake version they had. [Aaron Giles]
Enable vertical scroll bars in debugger comboboxes, and resize them to show the full text. [Aaron Giles]
Changed memory width stubs to fill unpopulated regions with the appropriate portion of the unmap value. [Aaron Giles]
Added ER2055 device. Changed liberator over to using it. Other Atari games to follow. [Aaron Giles]
Modernized liberator driver, added save state support. Moved generalized EAROM handling to atarigen. [Aaron Giles]
Added new (modern) address map macros for referencing member functions in base classes: AM_READ_BASE(_class, _member), AM_WRITE_BASE, AM_READWRITE_BASE, etc. [Aaron Giles]
Debugger (SDL) : Window locations in the SDL debugger are now saved and loaded at exit and startup. [Andrew Gardner]
Modified Z80-DMA reset command (C3) to not randomly clear registers. [Curt Coder]
raiden2: checkpoint current state [Olivier Galibert]
Removed IRQ hack in Niyanpai HW [Angelo Salese]
Ported over CD-i cleanup from MESS. [Harmony]
Put the SH2 DMA on a timer. This is needed because Knuckles Chaotix on the 32X can't be done with 'Instant DMA' due the SH2 DMA is used to read from a FIFO port which is being filled by the 68k during the transfer. [David Haywood]
Fixed 8-bit dram (framebuffer) access for 32x [David Haywood]
Added sprite buffering to Mirage Youjuu Mahjongden, confirmed by a real PCB video [Angelo Salese]
680x0: '030 MMU now emulates translation cache; fixed misinterpreted MMU opcodes [R. Belmont]
Megadrive: changed way the z80 window into 68k space works so that it automatically can handle things like the 32x. [David Haywood]
Improvements to Piccolo Poker 100. [Roberto Fresca] * Added a workaround to get the game booting. * Created inputs from the scratch. * Promoted to 'working'. * Added technical and game notes.
Fixed Fairchild F8 CPU interrupt handling. [Curt Coder]
Implemented support for SH-2 cycle steal mode, used by Fever Soccer [David Haywood]
Fixed a SH-2 with TSTM opcode [R.Belmont]
Neo-Geo updates [Johnboy]: * savagere, kizuna - Reverted C1 change from u2 (chip was bad, C1 was correct) * gururin - Added correct M1 ROM * quizdai2 - Tagged as MVS and AES version * Started to document mask ROM types
naomi.c: Added Mamonoro cartridge description [f205v]
viper.c: Added the 941a01 BIOS and p911e missing NVRAM dump [John Bud @ Jamma+]
Golden Poker driver updates... [Roberto Fresca] * Added 3 new Witch Card sets. * Added 3 new Falcons Wild sets (from 3 different hardwares). * Hooked the second CPU (still encrypted) to the Falcon hardware. * Partially decrypted the second CPU program from Falcon hardware. * Figured out the Falcons Wild (Video Klein) memory map and machine. * Defeated the evil Video Klein's Witch Card hardware. * Reworked inputs for some sets. * Added lamps layouts/connections to the new sets. * Figured out the multiplexed data/address from Falcon's boards sound. * Added full sound support to Falcon hardware. * Reorganized and partially cleaned-up the driver. * Added more technical notes.
Fixed unaligned 16 and 32-bit i/o accesses in i386 CPU core [Barry Rodewald]
Fix bug where multiple sampleof attributes could be output, resulting in invalid XML. [Aaron Giles]
Enable wavwrite (and aviwrite) sound even if -nosound is specified. [Aaron Giles]
Since PNG writing is used for MNG as well, switch back to default compression instead of best compression in order to keep the performance reasonable. [Aaron Giles]
Fix another Clang issue [Balrog]
SH2DRC: Fix BSRF and JSR so delay slot insns can trash the calculated PR if they want [R. Belmont]
v9938 - Set default value for status register 4 and 6 [Michael Zapf]
Added INT1, INT2, INT3, DRQ0, DRQ1, TMRIN0, TMRIN1 input and TMROUT0, TMROUT1 output lines to the Intel 80186 CPU interface. [Curt Coder]
SH2: fix PC relative MOV in delay slot SH2: Further improvements to PC_relative loads in the delay slot. [R. Belmont]
Improvements to vpoker.c driver [Roberto Fresca] * Added 5-Aces Poker. * Fixed, improved and merged memory map. * Fixed the ROM loading. * Removed the mame rnd hack from the blitter read handler. * Preliminary inputs. * Fixed visible screen.
Added new driver for NSM TMS9995 based hardware. [Roberto Fresca]
Added UART Tx/Rx framework to the CD-i 68070 implementation, necessary for Quizard protection. [Harmony] Changed default CD-i SLAVE video setting to PAL, necessary for Quizard to boot. [Harmony]
Naomi: added protection key for gundmct, it boots now [Cah4e3]
Changed visible area and resolution of CD-i based arcade games. [Harmony]
Got Quizard 1.7 to boot with a targeted hack. Still not playable. [Harmony]
New driver for Advanced Video Technology (AVT) platform [Roberto Fresca] * Almost accurate memory map. * Decoded graphics. * Decoded the bipolar PROM. * Detected a CRTC (MC6845 type) reversing the code. * Guessed the CRTC clock to get proper values. * Hooked the AY-3-8910. * Added games notes. * Added technical notes.
Patched out the majority of the Quizard 1.7 protection check and emulated the game's inputs. [Harmony]
Patched out the majority of the Quizard 1.2 protection check and made the patch more generic. [Harmony]
Added incomplete protection patches to Quizard 3.2 and Quizard Rainbow 4.1; both now run through attract mode and coin up, but crash when going in-game. [Harmony]
video/neogeo.c: Call optimize_sprite_data() at VIDEO_RESET (for the convenience of Neo Geo CD) [Barry Rodewald]
Attempt to untie the shared mapping for all games in zr107.c (midnrun, windheat, waveshrk). Buttons now have labels and match up to test mode, even if you cannot play the games. [Tafoid]
Fixed vspinbalj (vsnes.c) flipper control and eliminated duplicated inputs. [Tafoid]
Converted render.c objects into C++ objects. Updated all callers. [Aaron Giles]
Improvements to Subsino driver. [Roberto Fresca] * Created proper inputs for all Victor 6 sets. * Fixed/extended Magic Train technical notes. * Eliminated the 3 undumped bipolar PROMs from Magic Train since these are in fact Darlington Arrays instead of bipolar PROMs.
Replaced the excessively large Quizard patch scheme with a much smaller 4-byte patch plus basic protection obfuscation simulation. [Harmony]
Found the appropriate patch values for Quizard 2.2 and promoted it to working. [Harmony]
Removed RAM protection patches from Quizard games. All games now at least boot with simulated protection, and the ones that were playable before remain playable. [Harmony]
Changes LIVES to use only a single DIP instead of being split up between two input ports by using a CUSTOM_INPUT. [Tafoid, Fabio Priuli]
Eliminated non-functioning service mode mapping which was a duplicate (ssridersb - tmnt.c). Added new labels to bombkick (yunsun16.c) to better describe the status required for each DIP, rather than the duplicate label "DON"T CHANGE IT!". [Tafoid]
8237dma.c: Initialize the command register to 0 on reset. [Wilbert Pol]
Update psx drivers to use a driver_device. [Atari Ace]
Update driver-specific sound devices to use tokens and store their state like other devices. [Atari Ace]
New games added or promoted from NOT_WORKING status --------------------------------------------------- Tetris / Bloxeed (Korean System 16 bootleg) (ISG Selection Master Type 2006) [Anonymous] Mallet Madness v2.1 [Brian Troha, The Dumping Union] Piccolo Poker 100 [Roberto Fresca] Witch Card (Falcon, enhanced sound) [Roberto Fresca, Team Europe] Witch Card (German, set 3, alt gfx) [Roberto Fresca, Team Europe] Witch Game (Video Klein) [Roberto Fresca, Team Europe] Falcons Wild - Wild Card 1991 (TVG) [Roberto Fresca, Team Europe] Falcons Wild - World Wide Poker (Video Klein) [Roberto Fresca, Team Europe] Victor 6 [Smitdogg, The Dumping Union] Quizard 1.7 [Harmony] Quizard 1.2 [Harmony] Quizard 2.2 [Harmony]
New clones added ---------------- Sea Wolf (older?) [Siftware] Gun Fight (older?) [Siftware] Puckman Pockimon (set 2) [Guru] Hit Me [Siftware] X-Men: Children of the Atom (Asia 950105) [Razoola] Final Lap 3 (Japan - Rev C) [Smitdogg, Guru, The Dumping Union] Omega Race (set 2) [Dave France, The Dumping Union] Star Raker [Andreas Kraemer, Steffen & Laschek]
New games marked as GAME_NOT_WORKING ------------------------------------ Cosplay Heaven 5 [alien_mame, Angelo Salese] Game stops working due to "BAD" RAMDAC at u12 [briantro] Falcons Wild - World Wide Poker (Falcon original) [Roberto Fresca, Darran] Faster Than Speed [Cah4e3, R. Belmont] Wave Runner GP [Cah4e3, R. Belmont] 5-Aces Poker [Roberto Fresca] NSM Poker (TMS9995) [Roberto Fresca, Team Europe] Dual Games (prototype) [Smitdogg, The Dumping Union] Symbols (ver 1.4) [Roberto Fresca, Dave Ormiston] Symbols (ver 2.5) [Roberto Fresca, Dave Ormiston] Arrow Bingo [Roberto Fresca, Dave Ormiston] NFL (ver 109) [Roberto Fresca, Dave Ormiston] Virtua Striker 3 (rev. B) [ANY] Puyo Puyo DA! [Guru, f205v] Mobile Suit Gundam: Federation vs. Zeon [Guru]
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Binary
[Re: abelenki]
#236302 - 10/14/10 01:12 PM
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redk9258 |
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redk9258 |
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redk9258 |
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Re: MAME_0.139u4b_C2D [Minty]
[Re: redk9258]
#236314 - 10/14/10 02:54 PM
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i have a core duo AND windows 7 64 bit,which verison should i get for better performance,the CD2 or the 64 bit one?i always got the 64 bit one and it works very nice with all games,but maybe i can improve that with the core duo version?
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redk9258 |
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Re: MAME_0.139u4b_C2D [Minty]
[Re: Solstar]
#236315 - 10/14/10 02:59 PM
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If you have a 64 bit OS, definitely get the 64-bit version.
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Naoki |
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Re: MAME_0.139u4b_C2D [Minty]
[Re: Solstar]
#236316 - 10/14/10 03:01 PM
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Core2Duo version would go great with your PC
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----
On a quest for Digital 573 and Dancing Stage EuroMix 2
By gods I've found it!
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redk9258 |
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Re: MAME_0.139u4b_C2D [Minty]
[Re: Naoki]
#236317 - 10/14/10 03:08 PM
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> Core2Duo version would go great with your PC
Wrong. C2D is 32-bit. 64-Bit is best for 64-bit OS.
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Re: MAME 0.139u4
[Re: abelenki]
#236319 - 10/14/10 03:31 PM
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> Dual Games (prototype) [Smitdogg, The Dumping Union]
Should also have thanks to ChrisQC for donating it...
> Game stops working due to "BAD" RAMDAC at u12 [briantro]
Kind of odd...
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redk9258 |
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Is anyone else having issues with the artwork system?
[Re: abelenki]
#236324 - 10/14/10 03:57 PM
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Is anyone else having issues with the artwork system? Normally, on vertical games (dkong), I crop the artwork to fill in the areas to the left and right that are normally black. MAME always remembers this setting. Now when I open dkong the screen is squeezed (tall and skinny) and all artwork is displayed. I then choose Upright bezel and it displays the way I expect it to. Exit the game and restart, then back to tall and skinny.
Edited by redk9258 (10/14/10 03:59 PM)
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R. Belmont |
Cuckoo for IGAvania
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Re: MAME_0.139u4b_C2D [Minty]
[Re: Solstar]
#236327 - 10/14/10 04:57 PM
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> i have a core duo AND windows 7 64 bit,which verison should i get for better > performance,the CD2 or the 64 bit one?i always got the 64 bit one and it works very > nice with all games,but maybe i can improve that with the core duo version?
Go with the 64-bit version. CPU specific optimizations just make games buggy so you can't finish them. 64-bit is a real speedup for everything.
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Naoki |
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Re: MAME_0.139u4b_C2D [Minty]
[Re: redk9258]
#236332 - 10/14/10 05:28 PM
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Oh, no C2D 64-bit version then?
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----
On a quest for Digital 573 and Dancing Stage EuroMix 2
By gods I've found it!
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Tafoid |
I keep on testing.. testing.. testing... into the future!
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Re: Is anyone else having issues with the artwork system?
[Re: redk9258]
#236335 - 10/14/10 05:48 PM
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redk9258 |
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Re: Is anyone else having issues with the artwork system?
[Re: Tafoid]
#236336 - 10/14/10 06:13 PM
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Thanks for the conformation!
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redk9258 |
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Re: MAME_0.139u4b_C2D [Minty]
[Re: Naoki]
#236337 - 10/14/10 06:17 PM
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From what I understand 64-bit IS already optimized for C2D.
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Re: Is anyone else having issues with the artwork system?
[Re: redk9258]
#236363 - 10/14/10 08:43 PM
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> Thanks for the conformation!
Well, yes, I guess in a sense that could be the case. (Tho it ain' wut ya mehnt, nooo.)
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Consider it high comedy....sincere tragedy....whatever...don't take it personally.
The Culture
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R. Belmont |
Cuckoo for IGAvania
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Re: MAME_0.139u4b_C2D [Minty]
[Re: redk9258]
#236365 - 10/14/10 08:53 PM
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> From what I understand 64-bit IS already optimized for C2D.
C2D is sufficiently good that it doesn't need optimization in either 32 or 64 bit forms. It's the Mikey from Life cereal CPU - it'll eat anything.
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Re: MAME_0.139u4b_C2D [Minty]
[Re: R. Belmont]
#236376 - 10/14/10 09:43 PM
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> It's the Mikey from Life cereal CPU - it'll eat anything.
Famous DevQuoteâ„¢
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> > It's the Mikey from Life cereal CPU - it'll eat anything. > > Famous DevQuoteâ„¢
Sorry, he was trying
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Sick devbust (nt)
[Re: twisty]
#236387 - 10/14/10 11:59 PM
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redk9258 |
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Re: MAME_0.139u4b_C2D [Minty]
[Re: R. Belmont]
#236389 - 10/15/10 12:04 AM
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So then there is no point to the C2D 32-bit [Minty] build?
What about the I686 build on MAMEDev.org?
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Re: MAME_0.139u4b_C2D [Minty]
[Re: redk9258]
#236396 - 10/15/10 12:55 AM
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It does. For those who run a 32bit OS.
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R. Belmont |
Cuckoo for IGAvania
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Re: MAME_0.139u4b_C2D [Minty]
[Re: redk9258]
#236398 - 10/15/10 01:29 AM
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> So then there is no point to the C2D 32-bit [Minty] build?
Correct, it's pointless and you cannot report to MAMETesters when using it.
> What about the I686 build on MAMEDev.org?
That's primarily for older CPUs.
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R. Belmont |
Cuckoo for IGAvania
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Re: MAME_0.139u4b_C2D [Minty]
[Re: twisty]
#236399 - 10/15/10 01:30 AM
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> > > It's the Mikey from Life cereal CPU - it'll eat anything. > > > > Famous DevQuoteâ„¢ > > Sorry, he was trying
LOL. You jackasses *only* devquote me when I'm trying. Your detector sucks.
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redk9258 |
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0.139u4 fix *DELETED*
[Re: Tafoid]
#236629 - 10/18/10 04:44 AM
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R. Belmont |
Cuckoo for IGAvania
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Re: 0.139u4 fix
[Re: redk9258]
#236668 - 10/18/10 05:16 PM
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> Here is the diff that represents MESS revision 9395 to 9396*. This should fix the > issue with effect option and the artwork problem that started in MAME 0.139u4. Bugs > 4076 and 4077 at MAME Testers. > > Use "patch -p0" to apply. > > * I excluded a change to a MAMEUI source file.
MAMEdev strongly recommends end users not do this sort of thing - it will cause trouble applying the real fix later on, and of course modifying your build, even with MESS components, invalidates your ability to report anything at MAMETesters.
Besides, 0.140 will be later this week barring Seattle falling into the ocean or something.
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Qun Mang |
Legend of Link
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You know you're an arcade geek...
[Re: R. Belmont]
#236725 - 10/19/10 01:10 AM
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> > Besides, 0.140 will be later this week barring Seattle falling into the ocean or > something.
When your first thought to this statement is of the Atari/Midway system, not the west coast city.
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Re: You know you're an arcade geek...
[Re: Qun Mang]
#236789 - 10/19/10 11:22 PM
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> > When your first thought to this statement is of the Atari/Midway system, not the west > coast city.
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Hmm what game is that? Looks familiar.
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Qun Mang |
Legend of Link
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Re: You know you're an arcade geek...
[Re: Outrun2006]
#236796 - 10/20/10 01:00 AM
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> > Hmm what game is that? Looks familiar.
California Speed. On the Seattle hardware.
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Re: You know you're an arcade geek...
[Re: Qun Mang]
#236829 - 10/20/10 08:32 AM
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> > > > Hmm what game is that? Looks familiar. > > California Speed. On the Seattle hardware.
Ahh nice, I knew I recognized it from somehwre. Not to go too off topic, but how is California Speed, as a racing game? How does it measure up fun wise, against the likes of SF Rush, Cruisn World, etc?
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