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SmitdoggAdministrator
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.143u4
#262992 - 08/25/11 08:41 PM


http://mamedev.org/updates.html

0.143u4
-------


MAMETesters Bugs Fixed
----------------------
- 02084: [DIP/Input] sokyugrt: Emulation starts with 1 or more credit
inserted (Angelo Salese)
- 04366: [DIP/Input] shanhigw: The game starts with 2 credits inserted
(Angelo Salese)
- 04470: [DIP/Input] roundup5, sci, chasehq, contcirc, dblaxle:
Missing PORT_TOGGLE (M.A.S.H.)
- 04396: [Interface] all games and drivers: Refreshspeed activating
when not needed (hap)
- 04453: [Graphics] shackled: Garbled sprites (David Haywood)

Source Changes
--------------
driver.h: fixed handling of compatible systems for MESS [Fabio Priuli]

tbowl.c: Corrected some dipswitches and settings. Added dipswitch
locations to the Tecmo Bowl sets. [Brian Troha]

Added correct sprite rom for "Mahjong Tian Jiang Shen Bing" [Guru]

Decrypted sprites and palette in "Mahjong Tian Jiang Shen Bing", added
inputs, sidestepped protection [Luca Elia]

z80dma: Added an alternative way of register read-back that directly
change the read mask without passing from the init read sequence
command, also moved around DMA counters incrementing [Angelo Salese]

tecmo.c: Added proper region to Gemini and Silk Worm sets. Added
dipswitch locations to Rygar sets, Gemini, Silk Worm and Back Fire
(Tecmo, bootleg). [Brian Troha]

Removed support for PORT_CATEGORY from the core, since PORT_CONDITION
is enough to deal with removable controllers in MESS [Fabio Priuli]

ioport.c: during emulation, detect keyboard only when enabled
[Fabio Priuli]

Various Neo-Geo changes: [Jackc, Johnboy]
* Continued to document used pcb's for cartridges
* More removal of .bin extension in favour of chiplabel.socketlabel
naming convention
* Cleaned up fightfev: Removed duplicate p2, marked p1 bad dump
* Cleaned up fatfury2

Fixed independent channel volumes in Okim6376 sound chip, used by the
games from the Road Hog era of MPU4 [J. Wallace]

Moved ST-V game-specific overrides from saturn.c/stvinit.c to stv.c,
makes games to correctly return stv.c instead of saturn.c if you use
-listsource [Angelo Salese]

Moved change clock inside a timer and worked on NMI generation for
SMPC, fixes most instances of 2 credits at start-up for ST-V games
[Angelo Salese]

General portability fixes [Robert Muth, R. Belmont]

Rewritten ST-V IOGA system from scratch [Angelo Salese]

ymz280b.c: several minor fixes, including the issue that caused
glitched sfx in tecmosys.c tkdensho and deroon [hap]

Fixed mahjong panel input quirks for Virtual Mahjong and My Fair Lady
[Angelo Salese]

Provided some cheesy hacks to allow Magical Zunou Power to boot
[Angelo Salese]

Converted VDP2 registers into proper 16-bits parallelism
[Angelo Salese]

chdman - supported full/relative paths when creating cd rom image,
also added support for GDI with files containing space char
[Miodrag Milanovic]

Added support for loading other image types to cdrom device, with use
of chdman part of code [Miodrag Milanovic]

floppy: Add generic track data descriptors [O. Galibert]

Added MVOL to the SCSP core, used for sound fade in/out
effects [Angelo Salese]

Various fixes to the Taito JC system [Angelo Salese]:
* implemented preliminary object RAM bankswitch, fixes Densha de Go
garbage video objects if you coin up during attract mode
* improved inputs in Densha de Go, promoted game to working state;
* fixes analog inputs in Landing Gear;
* work around for DSP reset line in Dangerous Curves, allows it to reach
title screen (no 3d yet due of other problems);
* Implemented 4bpp mode for object RAM, used by Densha de Go 2 credit
display;
* Fixed IRQ6 triggering in (it's a signal that's sent from DSP
to Main to communicate that job is done);
* Faked the Mascon via an analog port, that fixes a bunch of issues
with undefined input state for Densha de Go 1 and 2
* Fixed ROM loading in Densya de Go 2 Kousoku-hen, fixes booting in it;
* Fixed Densha de Go 2 crash when entering into gameplay, game is
now playable;
* Implemented gouraud shaded triangles, fixes Landing Gear messed up
3D;
* Fixed credit display in Densha de Go;
* Preliminary implementation of object RAM screen masking, used to cover
left-right sides of the screen;
* Added DSP idle skips, mostly noticeable during POST screens;

Provided odometer and break table conversion for Densha de Go
[O. Galibert]

naomi: Split the rom boards into a collection of devices.
[O. Galibert]

williams.c: added second sound board to blaster/blaster30 [hap]

Fixed TMS32051 debug memory viewer [Angelo Salese]

williams.c update 2 [hap]
* fixed screen garbage when frameskipping
* fixed blaster background color (eg. screen flashes when hit)

Work-around for TMS32051 crash on Taito JC system soft reset [Angelo Salese]

Fixed a debugger crash if you try to view data memory in TMS32051
[Angelo Salese]

Add preliminary support for big-endian SH-3/SH-4 CPUs. [R. Belmont]

m68k: improved disassembly of CINV and CPUSH [R. Belmont]

Moved 3d drawing functions outside of the screen updating function in
Taito Air System driver, this should help in preparation of properly
fixing the 3d graphics in it [Angelo Salese]

Further major organization, documentation and addition of numerous
(over 800) gambling / Fruit machine titles covering multiple
systems. [David Haywood]


New games added or promoted from NOT_WORKING status
---------------------------------------------------
Mahjong Tian Jiang Shen Bing (V137C) [Guru, bnathan, Dyq, Luca Elia]
Densha de GO! [Angelo Salese, R. Belmont]
Densha de GO! 2 [Angelo Salese, R. Belmont]
Landing Gear [Angelo Salese, R. Belmont]
Penky [Kevin Eshbach, ranger_lennier, B. Munger, bodger319, Brian
Troha, The Dumping Union]

New clones added
----------------
Phoenix (Irecsa / G.G.I Corp - set 2) [f205v, robotype]
Rescue (bootleg) (not working) [f205v, robotype]
The End (bootleg) (not working) [f205v, robotype]
Missile Combat (Sidam bootleg) (not working) [f205v, robotype]
Biomechanical Toy (Ver. 1.0.1884) [Tirino73]
Shocking (Korea) [Mark F., Smitdogg, The Dumping Union]
Puzz Loop (Europe, v0.94) [Joerg Hartenberger]


New games marked as GAME_NOT_WORKING
------------------------------------
Animal Basket [Yohji, Cah4e3, The Dumping Union]
Alien Front [Mark F., The Dumping Union, R. Belmont]
S-Plus (SS4240) Coral Reef [agemame]



R. Belmont
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Reged: 09/21/03
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Re: .143u4 new [Re: Smitdogg]
#262994 - 08/25/11 09:33 PM


> Various fixes to the Taito JC system [Angelo Salese]:

I gotta say, Densha De Go! is strangely hypnotic, even though I'm pretty sure I'm not playing it right

Moreover, nice to see some little-known games getting some major emulation improvements (and they even run a bit faster as a bonus).



Mosquito2001
MAME Fan
Reged: 11/19/06
Posts: 50
Loc: Belgium
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Re: .143u4 new [Re: R. Belmont]
#263000 - 08/25/11 10:01 PM


> > Various fixes to the Taito JC system [Angelo Salese]:
>
> I gotta say, Densha De Go! is strangely hypnotic, even though I'm pretty sure I'm not
> playing it right

I spent hours playing at the PSP versions, especially after my trip to Japan lol

In a nutshell, you have to play with the acceleration lever (5 levels) and the brake lever (8 levels + emergency brakes).
You must accelerate only when the doors are closed and the light is green. During the ride you may have to slow down to stick to local top speed value. When you approach the next station, you must brake well in advance in order to stop the closest as possible to the marker without 'hurting' your passengers.

Edited by Mosquito2001 (08/25/11 11:17 PM)



redk9258
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Reged: 09/21/03
Posts: 3968
Loc: Troy, Illinois USA
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MAME0143u4b_64-bit... new [Re: Mosquito2001]
#263002 - 08/25/11 10:18 PM Attachment: MAME0143u4b_64-bit.7z 13140 KB (134 downloads)


See attached...



redk9258
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Reged: 09/21/03
Posts: 3968
Loc: Troy, Illinois USA
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MAME0143u4b... new [Re: Smitdogg]
#263003 - 08/25/11 10:30 PM Attachment: MAME0143u4b.7z 12288 KB (109 downloads)


See attached...



Anonymous
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Re: MAME0143u4b... new [Re: redk9258]
#263020 - 08/26/11 03:14 AM


Landing Gear... Finally. I am going to try it soon. Thanks for the update!



Cyberzinho Punk
Reged: 12/31/09
Posts: 182
Loc: São José dos Campos, SP, Brazil
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Re: .143u4 new [Re: Smitdogg]
#263034 - 08/26/11 06:34 AM


Thanks for the update!!!!!!



Sorry, my English is bad!!!
Slackware Linux 14.2 beta 2/Fluxbox 1.3.7
Linux user #438128
MAME for Slackware



John IVModerator
IV/Play, MAME, MAMEUI
Reged: 09/22/03
Posts: 1969
Loc: Washington, USA
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Re: .143u4 new [Re: Mosquito2001]
#263180 - 08/28/11 09:40 AM


Yeah RB's right, the train games are oddly hypnotic with the slow clack a clack. I'm trying to setup the controls. Seems to work ok with dual analogue sticks like the XBOX360, setting the left stick for the break and the right stick for the accelerator.

How are others setting it up?



john iv
http://www.mameui.info/



DaffyDuck
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Reged: 10/04/06
Posts: 394
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Unofficial MAME 0.143u4.1 (a.k.a. fixed 0.143u4) new [Re: Smitdogg]
#263522 - 08/31/11 03:48 PM


Unofficial MAME 0.143u4.1 (a.k.a. fixed 0.143u4)

Below I have uploaded source + compiled binaries package of fixed 0.143u4 (a.k.a. 0.143u4.1).
The change is the one line fix in audit.c by etabeta, thus -verifysamples switch is working again and doesn't crash the emulator when samples folder is empty (or missing some samples).


Mame_0.143u4.1.7z (37.74 MB)
http://www.multiupload.com/VBRDGC66MU


If you want though to use the latest code from git source repository, then download and copy audit.c and clifront.c to \src\emu\ folder (and recompile):

mame-b76f687177697cab7b868864a4fcd1cd8c50eb5a.zip (18.12 KB)
http://www.multiupload.com/RV89QV20WA



Daffy Duck



redk9258
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Re: Unofficial MAME 0.143u4.1 (a.k.a. fixed 0.143u4) new [Re: DaffyDuck]
#263527 - 08/31/11 04:55 PM


Pardon my ignorance, but what is "git source repository". Is this something everyone has access to?

I was asked before by a MAME Dev not to post fixed binaries because it can confuse things at MAMETesters.


> Unofficial MAME 0.143u4.1 (a.k.a. fixed 0.143u4)
>
> Below I have uploaded source + compiled binaries package of fixed 0.143u4 (a.k.a.
> 0.143u4.1).
> The change is the one line fix in audit.c by etabeta, thus -verifysamples switch is
> working again and doesn't crash the emulator when samples folder is empty (or missing
> some samples).
>
>
> Mame_0.143u4.1.7z (37.74 MB)
> http://www.multiupload.com/VBRDGC66MU
>
>
> If you want though to use the latest code from git source repository, then download
> and copy audit.c and clifront.c to \src\emu\ folder (and recompile):
>
> mame-b76f687177697cab7b868864a4fcd1cd8c50eb5a.zip (18.12 KB)
> http://www.multiupload.com/RV89QV20WA



DaffyDuck
As silly/crazy as possible
Reged: 10/04/06
Posts: 394
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Re: Unofficial MAME 0.143u4.1 (a.k.a. fixed 0.143u4) new [Re: redk9258]
#263528 - 08/31/11 05:02 PM


> Pardon my ignorance, but what is "git source repository". Is this something everyone
> has access to?
>
> I was asked before by a MAME Dev not to post fixed binaries because it can confuse
> things at MAMETesters.
>
>




I have tagged the compiled binaries/source as unofficial. If someone wants to report a bug to mametesters.org, he should use official builds/sources and nothing else.

Edited by DaffyDuck (08/31/11 05:04 PM)



Daffy Duck



sz72
MAME Fan
Reged: 08/20/07
Posts: 78
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Re: Unofficial MAME 0.143u4.1 (a.k.a. fixed 0.143u4) new [Re: redk9258]
#263529 - 08/31/11 05:10 PM


> Pardon my ignorance, but what is "git source repository". Is this something everyone
> has access to?
>

Here

http://git.redump.net/cgit.cgi/mame/



etabeta
Reged: 08/25/04
Posts: 2036
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no offense meant, but pretty useless build... new [Re: DaffyDuck]
#263530 - 08/31/11 05:10 PM


...since people seldom use baseline MAME to verify their samples, they mostly use cmpro and cmpro does not rely on -verifysamples

otoh, the issue was blocking for UI, since it broke its rom auditing routine

anyway, I see no problem with it as long as no one uses it to enter reports at Mametesters



R. Belmont
Cuckoo for IGAvania
Reged: 09/21/03
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Re: .143u4 new [Re: John IV]
#263644 - 09/01/11 08:18 PM


> Yeah RB's right, the train games are oddly hypnotic with the slow clack a clack. I'm
> trying to setup the controls. Seems to work ok with dual analogue sticks like the
> XBOX360, setting the left stick for the break and the right stick for the
> accelerator.

Aye, that's a good setup for it. Thanks for the tip


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