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Cypress
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MAME 0.137u4 released.
#221180 - 05/05/10 07:34 AM


http://mamedev.org/


0.137u4
-------


MAMETesters Bugs Fixed
----------------------
- 03684: [Graphics] skyarmy: [possible] Screen Offset issue (hap)
- 03736: [Graphics] scontra, scontraj: Super Contra main character
shadows (hap)
- 03102: [Side-by-side] finalizr: The "lives" statusbar is shown at
bottom of the screen in MAME and on the PCB it's on the top (hap)
- 03822: [Speed] lwings and clones: Gameplay slows during game (Tafoid)
- 03818: [Crash/Freeze] mightybj, vsgshoe: Grey Screen (Not booting)
(Andrew Jackson)



Source Changes
--------------

Replaced TMS5200 table with table extracted using PROMOUT from actual
chip. monymony sounds much better. [Lord Nightmare]

Improvements to Treasure Bonus (Subsino) [Roberto Fresca]
* Reworked and cleaned-up the inputs. Most buttons have more than one
single function.
* Added DIP locations.
* Figured out the following DIP Switches: Complete Coinage
(1/2/5/10/20/25/50/100). Remote Credits (1/2/5/10/20/25/50/100).
Minimum Bet (1/8/16/32). Max Bet (16/32/64/80). Demo Sounds
(Off/On). Game Limit (10000/20000/30000/60000). Double-Up
(No/Yes). Win Rate (84/86/88/90/92/94/96%). Double-Up Level
(0/1/2/3/4/5/6/7). Double-Up Game (Dancers / Panties Colors /
Cards / Seven-Bingo).
* Fixed inverted functions and buggy inputs.
* Added lamps support.
* Created button-lamps layout.
* Remapped inputs to reflect the controls layout. This way is more
user-friendly since controls are straight with button-lamps.
* Added coin/keyin/keyout/payout counters.
* Removed the pulse limitation in the BET input. This allow it to
work as BET and STOP2 properly.
* Added technical notes.

Status Fun Casino improvements: [Roberto Fresca]
* Reworked inputs to match the standard.
* Lowered the CPU clock to get it working properly.
* Added technical notes.

Output Cleanup/Hookup (Part 2) [Howard Casto]:
* segas32.c: Hooked up all digital outputs for all games (radm,
alien3, radr, f1en, arescue, f1lap, jpark, slipstrm, orunners,
harddunk, scross, titlef) Emulation needs to progress more on the
analog output data before those outputs can be hooked up.
* audio\mw8080bw.c: Changed output name for desertgn to something
more descriptive (Player1_Gun_Recoil)
* bbusters.c: Added new output handling functions and hooked up
outputs for bbusters and mechatt
* opwolf3.c: Added gun outputs for opwolf3 (man that game is
terrible)
* machine\williams.c: Fixed existing outputs in tshoot (they needed
inverted) and hooked up the rest, including the feather blower.
:-D
* gunbustr.c: Hooked up all outputs for gunbstr
* namcos12.c: Hooked up outputs for all system 11 gun games
(ptblank2, ghlpanic, tenkomor)
* segaybd.c: Hooked up all digital outputs (gloc, glocr360, gforce2,
pdrift, rchase, strkfghtr), also hooked up motor/analog outputs
for Power Drift and G-Loc/ Strike Fighter The remaining games with
motors could be hooked up as well assuming emulation can progress
enough to get past the error messages.
* namcos2.c: Hooked up gun recoils for golly ghost. Also noted that
the outputs for the remaining gun games are also in that area.
Someone who can find the offsets should be able to hook them up.
* segas18.c: Hooked up gun recoils for lghost.
* taito_z.c: Hooked up outputs for spacegun and made a few prototype
functions to help in hooking up the remaining games. Someone familiar
with the driver should take a look. I hooked up a few, but they don't
work like they should according to the comments.

toutrun.c: corrected dipswitches in the most recently added Turbo Out
Run set, and reorganized the sets so that the parent is the FD1094
317-0118 set, the "newest" set based on both EPROM and security chip
part numbers. [Andrew Jackson]

Fix two VS2008 warnings (namcos23.c and rdpfb.c) [Oliver Stoneberg]

Remove some stray invalid code in start_profiler() [Oliver Stoneberg]

Have srcclean add missing newlines to end of .c files [Atari Ace]

Fix the memory leaks with the strconv.c function by using osd_malloc()
instead. Fixed other memory leaks as well. [Oliver Stoneberg]

"Replaced" TMS5220 table with table extracted using PROMOUT from
actual chip. By 'Replaced', I mean documented, as the actual extracted
table exactly matched the table already in MAME. Changed TMS5220C to
use the same energy table as 5220 does, since my previous assumption
based on the Quadravox tables was probably wrong. Updated the ranout
condition code of tms5220.c to be slightly more accurate to the chip,
and added TODOs. Re-enabled the timers for deactivating the READY line
on /WS or /RS as this is probably slightly more accurate to hardware,
but the difference is 2 or 3 clock cycles max. [Lord Nightmare]

Fixed linking of chdman.exe and romcmp.exe with Visual Studio.
[Oliver Stoneberg]

Fixed incorrect DSK ROM size, shuffled around some ROM mapping, added
new ROMs that were incorrectly assumed to be identical to than
racedriv. The previously bad ROM checksums are now correct. Now the
watchdog resets it instead of getting an address error. [Luigi30]

Added a screen layout for Space Stranger based on photos [M.A.S.H]

Added redumped sound ROM to Vs. Net Soccer (vsnetscr) [Team Japump]

Disable many unused variables as identifed by cppcheck.
[Oliver Stoneberg]

Naomi: Added rounding to the GD-ROM DMA transfers, will be need for
Virtua Tennis to make it boot [Deunan Knute, Angelo Salese]

AICA updates: [PluginNinja]
* Implemented slot monitor
* Improved ADPCM looping
* General cleanup

SCSP updates [PluginNinja]
* Improved slot monitor function
* Various cleanups

namcos23: Varied stuff, isolate PIO, pcb test works on timecrs2c
[O. Galibert]

namcos23: Quick hack to make 500gp boot [O. Galibert]

namcos23: Increase the main ram size so that crszone goes into POST
[O. Galibert]

Implemented Sort-DMA irq firing [Angelo Salese]

Naomi: implemented Wave DMA HW trigger and added Wave DMA IRQ firing
[Angelo Salese]

Naomi: implemented PVR-DMA HW trigger [Angelo Salese]

Fix compile error when DEBUG_GENERATION is defined [Oliver Stoneberg]

cdrom: correct header length for form 2 raw sectors [R. Belmont]

namcos23: Mirror, mirror v2 [A. Giles, O. Galibert]

Naomi: implemented mahjong panel support [Angelo Salese]

TMS5220: Made /READY timing accurate to the real chip as best as
possible. Note that on the zaccaria games, possibly due to a bug in
the CA2 line handler of the PIA which reads the /READY state, speech
usually won't work until midway through the first game played, but
works fine afterward. Not sure if that's a MAME bug or an original
game bug. [Lord Nightmare]

Replaced the DEBUG_FRAME_DUMP define with a new DEBUG_PARSE_FRAME_DUMP
which produces binary listings of each frame parsed. [Lord Nightmare]

Added newer Area51: Site 4 BIOS. [Guru]

sega system16 and later: first pass in the conversion of video ICs to
be devices [David Haywood]

Fix swapped stereo in gauntlet and gauntlet 2. Thor (warrior)'s/red
player's coin slot is toward the left, and specific sounds for that
player (coin insert gong, death ditty, etc) should come from the left
speaker, not the right. Verified with schematics. TODO: merge gauntlet
audio into atarijsa.c since the gauntlet audio hardware is clearly the
direct ancestor of the Atari JSA-i audio board, and currently is
missing most of the chip specific volume controls, etc which are
already implemented in atarijsa.c. [Lord Nightmare]

Improved Killing Blade encrypted DMA mode 3 [XingXing, David Haywood]

vrender0.c: converted to be a device [Fabio Priuli]

crystal.c: added driver data class [Fabio Priuli]

Improved DMA modes 1+2 in killbld, allowing all DMA operations used by
the game to work and the RAM dump to be removed
[XingXing, David Haywood]

added save states to the following CPU: apexc, asap, avr8, cp1610,
dsp32 and f8 [Fabio Priuli]

Documentation improvements to the Sega Naomi HW games [f205v]

Added a protection RAM dump for Dragon World 3 [XingXing]

Added a delay to the GDROM DMA transfers, allows KOF Neowave to boot
[Angelo Salese]

Redumped one program rom in Killing Blade [XingXing, David Haywood]

Hook up the ym2151 reset bit to the sound cpu in gauntlet, and fixed
sound reset to properly reset all the sound chips and volume latches.
[Lord Nightmare]

Fix race condition involving tms52xx status register which broke
victory/victorba self test. Updated debug routines a bit, and improved
the non-NORMALMODE a bit. [Lord Nightmare]

Improvements to Pachifever driver [Tomasz Slanina, maruwa]
* replaced ic48.50 ROM with correct dump
* added correct MSM clock value
* added second SN76489A chip (used for sfx)
* updated hw notes

Cleaned up ranout (FIFO running out mid-frame) to be accurate to
hardware; Cleaned up talk status clearing to be more accurate to
hardware; Cleaned up parse_frame function significantly. Added some
more comments. [Lord Nightmare]

aristmk4: Hooked up the two AY8910s [Fr45h3r]

snes_snd: fix Linux 64-bit compile issues [R. Belmont]

Naomi: Improved the YUV FIFO IRQ firing, now it should be possible to
emulate the YUV decoding properly [Angelo Salese]

PGM: added support for newer bios ROM [XingXing]

Corrected mask ROM numbers for HOTD2 [f205v]

Fix ZPAR (zeroed k parameters 5-10) behavior for unvoiced frames.
Updated comments and debug functions. [Lord Nightmare]

Naomi: work-around for an int32 overflow bug in the renderer, makes
The House of the Dead 2 / The Typing of the Dead to not crash during
attract mode [Angelo Salese]

Naomi: improved Vblank-In irq timings [Angelo Salese]

Redid parameter interpolation and frame load logic so new frames don't
immediately force all the Energy/Pitch/K values to the values of the
old frame, but wait until their first interpolation to do so. This fix
improves speech quality considerably. [Lord Nightmare]

Naomi: implemented RTC start-up values [Angelo Salese]

astrocorp.c: Added PCB layout and board information for the Skill Drop
Georgia set [Brian Troha]



New games added or promoted from NOT_WORKING status
---------------------------------------------------
Klad / Labyrinth [Black1972]



New clones added
----------------
Dragon World 3 (ver.105) [XingXing]
Killing Blade (ver. 104) [XingXing, David Haywood]
Battle of the Solar System (rev. 1.1a 7/23/92)
[blib, Smitdogg, The Dumping Union]
Street Fighter II - The World Warrior (Thunder Edition)
[Smitdogg, The Dumping Union]
Polaris (Original version) [Siftware]
Seibu Cup Soccer :Selection: (bootleg, set 2) [Fabrizio Vasile]
Draw Poker Joker's Wild (02-11) (NOT WORKING) [Siftware]
Reel Fun (Version 7.03) [Siftware]



New games marked as GAME_NOT_WORKING
------------------------------------
War of the Bugs or Monsterous Manouvers in a Mushroom Maze (German)
[Irongiant]
Fighting Mania (918 xx B02) [f205v, The Dumping Union]
Frog & Spiders (bootleg) [Siftware]
House of the Dead 2 (original) [Wouter]
Time Crisis 3 (TST1) [Guru]



redk9258
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Reged: 09/21/03
Posts: 3968
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MAME_0.137u4b 64-bit (with tools) new [Re: Cypress]
#221192 - 05/05/10 08:22 AM Attachment: MAME_0.137u4b 64-bit (with tools).7z 8780 KB (37 downloads)


See attached...



redk9258
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MAME_0.137u4b 32-bit (with tools) new [Re: Cypress]
#221197 - 05/05/10 08:35 AM Attachment: MAME_0.137u4b 32-bit (with tools).7z 8280 KB (47 downloads)


See attached...



franciscohs
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Posts: 174
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Re: MAME 0.137u4 released. new [Re: Cypress]
#221222 - 05/05/10 03:09 PM


Given all the improvements on Naomi and the fact that many games are already playable, is there any reason why the playable games are still marked as preliminary instead of imperfect? (speed doesn't count, right?)



etabeta
Reged: 08/25/04
Posts: 2036
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Re: MAME 0.137u4 released. new [Re: franciscohs]
#221223 - 05/05/10 03:13 PM


no, speed does not count.

however, flags are there because various features of the hardware are only partially emulated or not emulated at all. in other words, playability does not count either, when docs says the hardware should do certain things while MAME simply skips them completely...



franciscohs
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Posts: 174
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Re: MAME 0.137u4 released. new [Re: etabeta]
#221224 - 05/05/10 03:25 PM


> no, speed does not count.
>
> however, flags are there because various features of the hardware are only partially
> emulated or not emulated at all. in other words, playability does not count either,
> when docs says the hardware should do certain things while MAME simply skips them
> completely...

Got it. tks.



RdW
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Re: MAME 0.137u4 released. new [Re: Cypress]
#221226 - 05/05/10 03:31 PM



> Output Cleanup/Hookup (Part 2) [Howard Casto]:

Once again: thank you
So, what's the next step?

> namcos23: Mirror, mirror v2 [A. Giles, O. Galibert]
What's? RAM mirror?

>Redid parameter interpolation and frame load logic so new frames don't
immediately force all the Energy/Pitch/K values to the values of the
old frame, but wait until their first interpolation to do so. This fix
improves speech quality considerably. [Lord Nightmare]

Isn't there something missing in the whatsnew?



R. Belmont
Cuckoo for IGAvania
Reged: 09/21/03
Posts: 9716
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Re: MAME 0.137u4 released. new [Re: franciscohs]
#221228 - 05/05/10 03:56 PM


> Given all the improvements on Naomi and the fact that many games are already
> playable, is there any reason why the playable games are still marked as preliminary
> instead of imperfect? (speed doesn't count, right?)

The JVS HLE is not trustable, so no Naomi games are marked playable while some Atomiswave games (which use a built-in Dreamcast controller hack to connect the arcade controls) are.



Trebor
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Posts: 509
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Gauntlet II new [Re: Cypress]
#221234 - 05/05/10 04:27 PM


> Fix swapped stereo in gauntlet and gauntlet 2. Thor (warrior)'s/red
> player's coin slot is toward the left, and specific sounds for that
> player (coin insert gong, death ditty, etc) should come from the left
> speaker, not the right. Verified with schematics. TODO: merge gauntlet
> audio into atarijsa.c since the gauntlet audio hardware is clearly the
> direct ancestor of the Atari JSA-i audio board, and currently is
> missing most of the chip specific volume controls, etc which are
> already implemented in atarijsa.c. [Lord Nightmare]
>

> Hook up the ym2151 reset bit to the sound cpu in gauntlet, and fixed
> sound reset to properly reset all the sound chips and volume latches.
> [Lord Nightmare]
>

At work now, but curious if any of the above fixes or helps in isolating why the theme/melody music in
Gauntlet II stops after the first pass/time during the intro/demo/credit screens.

I really appreciate any work being done on this driver, and wonder what causes this issue to happen.

Thanks,
Trebor



R. Belmont
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Re: Gauntlet II new [Re: Trebor]
#221243 - 05/05/10 05:25 PM


> At work now, but curious if any of the above fixes or helps in isolating why the
> theme/melody music in
> Gauntlet II stops after the first pass/time during the intro/demo/credit screens.
>
> I really appreciate any work being done on this driver, and wonder what causes this
> issue to happen.

Not a bug. Pretty much every Atari game ever defaults to only having attract sound every X number of times through the attract loop. It was well appreciated by the sanity of operators



Hawq
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minty new [Re: Cypress]
#221245 - 05/05/10 05:45 PM Attachment: mame0137u4C2D.zip 13501 KB (9 downloads)


asdasdasd



Trebor
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Re: Gauntlet II new [Re: R. Belmont]
#221247 - 05/05/10 06:50 PM


> Not a bug. Pretty much every Atari game ever defaults to only having attract sound
> every X number of times through the attract loop. It was well appreciated by the
> sanity of operators


Cool.
Thanks for the info.



Lord Nightmare
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Re: Gauntlet II new [Re: Trebor]
#221255 - 05/05/10 08:12 PM


> > Not a bug. Pretty much every Atari game ever defaults to only having attract sound
> > every X number of times through the attract loop. It was well appreciated by the
> > sanity of operators
>
>
> Cool.
> Thanks for the info.

One major exception is peter pack rat: even if you turned sound attract mode OFF in the menu, it STILL plays during EVERY attract loop (not even every 8th which would have been tolerable). This explains why most arcade ops who had this game shut the machine off until someone wanted to play, as it gets INCREDIBLY annoying.

This isn't true. the menu attract mode sound disable does indeed work, but when the sound is on the game plays sounds every attract cycle, instead of the usual every 8th cycle or so. This still drove operators up the wall, so those who didn't disable attract mode sounds entirely tended to leave the game unplugged, I think.

Bonus points for someone who makes a patch to the game to only play attract mode sound every n cycles.

LN

Edited by Lord Nightmare (05/06/10 05:01 AM)



"When life gives you zombies... *CHA-CHIK!* ...you make zombie-ade!"



Lord Nightmare
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Re: Gauntlet II new [Re: Trebor]
#221256 - 05/05/10 08:15 PM


> > Fix swapped stereo in gauntlet and gauntlet 2. Thor (warrior)'s/red
> > player's coin slot is toward the left, and specific sounds for that
> > player (coin insert gong, death ditty, etc) should come from the left
> > speaker, not the right. Verified with schematics. TODO: merge gauntlet
> > audio into atarijsa.c since the gauntlet audio hardware is clearly the
> > direct ancestor of the Atari JSA-i audio board, and currently is
> > missing most of the chip specific volume controls, etc which are
> > already implemented in atarijsa.c. [Lord Nightmare]
> >
>

Ah crap, my edited version of that whatsnew didn't get in.
It turns out that while the sound chip hookup and arrangement on gauntlet is almost identical to the jsa-i sound board, the 6502 sound cpu hookup/mem map is NOT, so merging the sound drivers would probably be more trouble than anticipated. It's certainly doable though, with a gauntlet-specific cpu map.

LN



"When life gives you zombies... *CHA-CHIK!* ...you make zombie-ade!"



TafoidAdministrator
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Re: Gauntlet II new [Re: Lord Nightmare]
#221258 - 05/05/10 08:38 PM


> > > Not a bug. Pretty much every Atari game ever defaults to only having attract
> sound
> > > every X number of times through the attract loop. It was well appreciated by the
> > > sanity of operators
> >
> >
> > Cool.
> > Thanks for the info.
>
> One major exception is peter pack rat: even if you turned sound attract mode OFF in
> the menu, it STILL plays during EVERY attract loop (not even every 8th which would
> have been tolerable). This explains why most arcade ops who had this game shut the
> machine off until someone wanted to play, as it gets INCREDIBLY annoying.
>
> Bonus points for someone who makes a bugfix patch to the game so it properly respects
> the operator settings menu setting for attract mode sound. (phantom dj?)
>
> LN


That's odd. It's working here. I set the service mode option to 'NO' and exited test mode. No music or noise.
I restarted MAME to make sure it took as well.



Solstar
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Re: Gauntlet II new [Re: Tafoid]
#221265 - 05/05/10 09:27 PM


confirm what tafoid said,setting "no" completely toggles off sound in attract mode.i realized that moving between options in the dip menu took some times as it is a bit "slow",but any setting works fine

Edited by Solstar (05/05/10 09:27 PM)



HowardC
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Re: MAME 0.137u4 released. new [Re: RdW]
#221296 - 05/06/10 01:46 AM


> > Output Cleanup/Hookup (Part 2) [Howard Casto]:
>
> Once again: thank you
> So, what's the next step?
>

Getting outrun and afterburner working. I"m working on drivers as we speak Outrun already works, I just need to buy a force feedback wheel to figure out what to do with the output data on my end. Afterburner also works but there is an emulation bug/omission that causes the motor output data to crap out halfway throught the game. (Perhaps a watchdog?)

Then I need to re-visit the ones that were just added because I can use what I've learned from afterburner to fix the motors for galaxy force 2 and maybe, just maybe the motion seat games like rail chase and jurassic park.

Then ????

I've got a wip thread here

I keep it over there because I don't want too many mame fans bugging me on how to get force-feedback working on XXX until I have both mame and my hooker app squared away.



Fyrecrypts
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Re: MAME 0.137u4 released. new [Re: HowardC]
#221298 - 05/06/10 01:54 AM


Love your work, and am envious too. I wish my interests allowed me to actually directly contribute to the project, but alas, external high scores are not required in MAME. Keep up the good work, so I can continue to be jealous and motivated. =D



Lord Nightmare
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Re: Gauntlet II new [Re: Solstar]
#221299 - 05/06/10 02:08 AM


> confirm what tafoid said,setting "no" completely toggles off sound in attract mode.i
> realized that moving between options in the dip menu took some times as it is a bit
> "slow",but any setting works fine

Weird. Maybe the info I read about that was wrong, then. I apologize, and will mark it as such in my post above.
IIRC peter pack rat DOES play atttract sound EVERY LOOP when attract sounds are turned on, though, but I haven't checked this recently either.

LN



"When life gives you zombies... *CHA-CHIK!* ...you make zombie-ade!"



ninjakid
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Added newer Area51: Site 4 BIOS. [Guru] new [Re: Cypress]
#221317 - 05/06/10 04:43 AM


Just wondering what ended up happening with the CHD image I provided that went with that bios revision? Was it found to be identical to the existing image with just that date difference?

BTW, Unless I'm mistaken saying this is a newer BIOS is incorrect. I believe the previous Site 4 BIOS is just the Area 51 BIOS. This should be considered the Site 4 BIOS as the BIOS is specific to the hardware.

Edited by ninjakid (05/06/10 06:42 AM)



There is no law in the arena



donnyj
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Re: MAME 0.137u4 released. new [Re: HowardC]
#221322 - 05/06/10 06:10 AM


> > > Output Cleanup/Hookup (Part 2) [Howard Casto]:
> >
> > Once again: thank you
> > So, what's the next step?
> >
>
> Getting outrun and afterburner working. I"m working on drivers as we speak Outrun
> already works, I just need to buy a force feedback wheel to figure out what to do
> with the output data on my end. Afterburner also works but there is an emulation
> bug/omission that causes the motor output data to crap out halfway throught the game.
> (Perhaps a watchdog?)
>
> Then I need to re-visit the ones that were just added because I can use what I've
> learned from afterburner to fix the motors for galaxy force 2 and maybe, just maybe
> the motion seat games like rail chase and jurassic park.
>
> Then ????
>
> I've got a wip thread here
>
> I keep it over there because I don't want too many mame fans bugging me on how to get
> force-feedback working on XXX until I have both mame and my hooker app squared away.

wow a hooker app? That's something I don't remember from the old arcades... maybe in the shadier parts of town?



etabeta
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Re: MAME 0.137u4 released. new [Re: HowardC]
#221329 - 05/06/10 09:38 AM


notice that, after some discussion, the big switch statement (which I first suggested) has been replaced by per-game callback handlers enabled at driver_init. just in case you wonder why the current code does not match your local copy.



HowardC
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Re: MAME 0.137u4 released. new [Re: etabeta]
#221330 - 05/06/10 10:13 AM


> notice that, after some discussion, the big switch statement (which I first
> suggested) has been replaced by per-game callback handlers enabled at driver_init.
> just in case you wonder why the current code does not match your local copy.

Works for me.... It's really a matter of which type of added clutter you prefer.

When I go back this round and fix the analog outputs I would have probably had to go back and do that anyway.... it's gonna take a lot of code.



TheGuru
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Re: Added newer Area51: Site 4 BIOS. [Guru] new [Re: ninjakid]
#221339 - 05/06/10 03:08 PM


> Just wondering what ended up happening with the CHD image I provided that went with
> that bios revision? Was it found to be identical to the existing image with just that
> date difference?
>
> BTW, Unless I'm mistaken saying this is a newer BIOS is incorrect. I believe the
> previous Site 4 BIOS is just the Area 51 BIOS. This should be considered the Site 4
> BIOS as the BIOS is specific to the hardware.

this bios has a date newer than the other one. Area 51 is completely different hardware (68020 or R3000 CPU with Atari Jaguar graphics chips) and couldnt possibly run that bios. Area 51 doesn't have a bios.



ninjakid
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Re: Added newer Area51: Site 4 BIOS. [Guru] new [Re: TheGuru]
#221393 - 05/07/10 02:41 AM


"this bios has a date newer than the other one. Area 51 is completely different hardware (68020 or R3000 CPU with Atari Jaguar graphics chips) and couldnt possibly run that bios. Area 51 doesn't have a bios."

Ahh, My mistake! Not sure why I thought Area 51 had a BIOS.

Still would like to know if anyone looked at the CHD I provided with the newer date.



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Re: Added newer Area51: Site 4 BIOS. [Guru] new [Re: ninjakid]
#221578 - 05/09/10 10:39 PM


I believe smittdog has bumped the DU thread and now has the actual DATA so just want to try and get this looked at.

http://www.mameworld.info/ubbthreads/sho...part=1&vc=1

If that CHD is significantly different from the current CHD then it should be associated with the newer BIOS.

Edited by ninjakid (05/09/10 10:50 PM)



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SmitdoggAdministrator
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Re: Added newer Area51: Site 4 BIOS. [Guru] new [Re: ninjakid]
#221579 - 05/09/10 11:05 PM


IIRC the last used BIOS isn't even from the real boards so this one should probably be hooked up on all the dumps?



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Re: Added newer Area51: Site 4 BIOS. [Guru] new [Re: Smitdogg]
#221597 - 05/10/10 03:58 AM


It's ODD, GURU says he created the first CHD and did the documentation but no one seems to know where that BIOS came from. Maybe Ville knows???



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Fedmor El
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Re: MAME 0.137u4 released. new [Re: Cypress]
#221646 - 05/10/10 06:43 PM


What a mistery!! can I ask a medium ? dd-:






Outrun2006
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Re: MAME 0.137u4 released. new [Re: HowardC]
#239713 - 11/25/10 10:33 AM



> Getting outrun and afterburner working. I"m working on drivers as we speak Outrun
> already works, I just need to buy a force feedback wheel to figure out what to do
> with the output data on my end. Afterburner also works but there is an emulation
> bug/omission that causes the motor output data to crap out halfway throught the game.
> (Perhaps a watchdog?)
>
> Then I need to re-visit the ones that were just added because I can use what I've
> learned from afterburner to fix the motors for galaxy force 2 and maybe, just maybe
> the motion seat games like rail chase and jurassic park.
>
> Then ????
>
> I've got a wip thread here
>
> I keep it over there because I don't want too many mame fans bugging me on how to get
> force-feedback working on XXX until I have both mame and my hooker app squared away.

>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>


I honestly don't know how I missed this thread. It baffles me that such a HUUUGE breakthrough in MAME went right over my head. Force feedback in MAME is something I have always wanted for YEARS! And as God is my witness, if I had the coding talent and knowledge I would have added it myself!

Howard, there honestly aren't enough thank you's in the world. This is so appreciated. By the way, if you still need an FFB Wheel to test, PM me I can help you out. Are you in the US? If so, Happy Thanksgiving my good friend



twistyAdministrator
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Re: MAME 0.137u4 released. new [Re: Outrun2006]
#239717 - 11/25/10 12:46 PM


> I honestly don't know how I missed this thread.

I honestly don't know why people bump up old threads like this.



Outrun2006
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Re: MAME 0.137u4 released. new [Re: twisty]
#239718 - 11/25/10 01:36 PM


> > I honestly don't know how I missed this thread.
>
> I honestly don't know why people bump up old threads like this.


>>>>>>>>>>>>>>>>>>

Im sorry I bumped it Twisty, but I just really wanted to pubicly thank Howard for this effort. I wasn't trying to piss anyone off, just to show my gratitude. If I would have started a new thread, I was afraid you would have come in here and said "Dammit, we already have a thread about this, why make a new one?".



twistyAdministrator
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Re: MAME 0.137u4 released. new [Re: Outrun2006]
#239722 - 11/25/10 03:20 PM


Just start a new thread in MAME Chat on the topic while referencing this thread - that would be the preferred way to go.


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