MAMEWorld >> News
View all threads Index   Threaded Mode Threaded  

Pages: 1

AntoPISA
MAME Snapper
Reged: 09/15/08
Posts: 2902
Loc: Pisa, Italy
Send PM


MAME 0.140u1 out!
#238324 - 11/08/10 01:01 PM


http://mamedev.org


0.140u1
-------


MAMETesters Bugs Fixed
----------------------
- 04096: [DIP/Input] sjryuko: Most inputs do not work (Angelo Salese)
- 02561: [Interface] Ability to choose a different name for the UI
font (Aaron Giles)



Source Changes
--------------
Create new class osd_interface to house OSD callbacks. Added new
module osdepend.c with default empty implementations. Changed
mame_execute() and cli_execute() to accept a reference to an
osd_interface which is provided by the caller. [Aaron Giles]

Updated SDL and Windows OSD to create an osd_interface-derived class
and moved their OSD callbacks to be members. [Aaron Giles]

Make osdmini build again. [Aaron Giles]

Discrete Sound - Added DISCRETE_XTIME_xxx logic modules. These allow
you to do logic operations on nodes that use x_time anti-alias info.
Added the ability to decode x_time to the DISCRETE_BIT_DECODE module.
This means you can have an oscillator pass x_time onto a counter, get
the counter bits decoded, pass that through the new logic modules and
also have them convert the x_time to energy/anti-alaised voltage.
Updated Donkey Kong Jr. to use these new modules. [Derrick Renaud]

Convert rendfont to C++. [Aaron Giles]

[SDL Debugger] Removed an unnecessary assert and brought focus back to
the main debugger window on startup. [Andrew Gardner]

Added support for OSD-generated fonts. The OSD is queried first to see
if it owns a given font (based on the name), and if it does, it is
responsible for generating bitmaps on the fly as characters are
requested. [Aaron Giles]

Added new option -uifont to specify the UI font. It can be set to a
filename, in which case a BDF font will be loaded. It can also be set
to a font name (assuming the OSD support is present), in which case
the OSD font by that name is used. The default value is 'default'
which can be used by the OSD to substitute a default font or by the
OSD, which will default to ui.bdf as before. In all cases, it falls
back to the built-in font by default if none of the previous options
works. [Aaron Giles]

NOTE: On Windows, the OSD will default to Tahoma as the font name.
Also on Windows, font names can be specified with "[ b ]" to indicate
bold or "[ i ]" to indicate italic.

Use "default" font for artwork elements as well. Make UI backgrounds a
bit more opaque. Fix crash when passing NULL filename to OSD code.
[Aaron Giles]

Fixed and verified with Test Mode the few System 18 bootlegs located
in the system16.c driver for Inputs and Dip Switches. [Tafoid]

Discrete Updates [Derrick Renaud]
* Removed old DISCRETE_74LS624 code and replaced it with new 74LS629
based code. Updated Mario to use new DISCRETE_74LS624 and
DISCRETE_XTIME_logic modules.

C++-ified the cheat engine. [Aaron Giles]

Naomi updates:
* Redumped Kick 4 Cash to fix bad dumps [f205v]
* Completed dump of Neo Geo Battle Coliseum [Guru]

i286.c: Moved call of i80286_urinit to CPU_INIT. Fixed display of PC
in the debugger. [Wilbert Pol]

M6805: Add extremely preliminary 68HC05EG support. [R. Belmont]

i80186/i80286: Fixed bound instruction restart when prefixed with a
segment. [Wilbert Pol]

i286.c: Partially implemented protected mode. Fixed verw, verr, lar,
lsl, and arpl instructions. [Wilbert Pol]

Atari Cops'n Robbers Updates [Derrick Renaud]
* Converted controls to Positional type.
* Started Discrete sounds. (Motor 2 & 3, Crash sounds implemented)
* Added Motor 0 & 1, and Zings sounds. Zings sound not hooked up until
address for Fires & Zings is found.

Optimized speed of DISCRETE_DAC_R1 [Derrick Renaud]

Converted the expression engine to C++, did the usual cleanup.
[Aaron Giles]

Neo Geo Changes: [Johnboy]
* maglord/maglordh - Mixed up crc's, fixed
* flipshot - Added correct p1
* kotm2 - Tagged MVS AND AES VERSION
* miexchng - Added correct c3/c4
* Updated game pcb info
* Continued to document mask ROM types

Fixed crash in cubocd32/akiko [Mariusz Wojcieszek]

Atari Cops'n Robbers Updates [Derrick Renaud]

Fixed operation of DISCRETE_COUNTER_7492 [Derrick Renaud]

kofxi: Redumped mask ROMs due to error in TSOP70 adaptor [Cah4e3]

Added UTF-8 constants for cursor key arrows, and accented characters
on the Swedish/Finnish keyboard layout. [Curt Coder]

Removed deprecat.h usage and rewritten irq routines in DJ Boy
[Angelo Salese]



New games added or promoted from NOT_WORKING status
---------------------------------------------------
Pit Boss Megatouch II
[Mariusz Wojcieszek, f205v, Smitdogg, The Dumping Union]
Royal Card (TAB original) [Roberto Fresca]
Janputer Special
[gamerfan, ranger_lennier, Smitdogg, The Dumping Union]
Bygone
[Cananas, Mr. Do, S. Brown, J. Bijl,ranger_lennier, F. Xerri, Gor,
Kevin Eshbach, Smitdogg, Tormod, Guru, Tomasz Slanina,
The Dumping Union]


New clones added
----------------
Mega Double Poker (conversion kit, set 2) [Roberto Fresca]
Mahjong Neruton Haikujiradan (Japan, Rev. A?)
[Smitdogg, The Dumping Union]


New games marked as GAME_NOT_WORKING
------------------------------------
Odeon Twister 2 [XoreX, Mariusz Wojcieszek]
The King of Fighters XI (Cah4e3) [rbelmont]
Shooting Star [Tomasz Slanina]
Zero Gunner 2 [The Dumping Union]



Site: https://www.progettosnaps.net/
Board: progetto-SNAPS Official Board
Twitter: @progettosnaps



CiroConsentino
Frontend freak!
Reged: 09/21/03
Posts: 6211
Loc: Alien from Terra Prime... and Brazil
Send PM


Re: MAME 0.140u1 out! new [Re: AntoPISA]
#238331 - 11/08/10 02:27 PM


nice update. several cool stuff.

>>Discrete Sound - Added DISCRETE_XTIME_xxx logic modules....
>>Updated Donkey Kong Jr. to use these new modules...

does this mean that the new discrete module 74LS629 coded by "Derrick Renaud" is implemented with this update ?



Emu Loader
Ciro Alfredo Consentino
home: http://emuloader.mameworld.info
e-mail: [email protected]



redk9258
Regular
Reged: 09/21/03
Posts: 3968
Loc: Troy, Illinois USA
Send PM


mame0140u1b [vanilla] new [Re: AntoPISA]
#238341 - 11/08/10 03:23 PM Attachment: mame0140u1b.7z 9421 KB (32 downloads)


..



redk9258
Regular
Reged: 09/21/03
Posts: 3968
Loc: Troy, Illinois USA
Send PM


mame0140u1b_64-bit [chocolate] new [Re: AntoPISA]
#238344 - 11/08/10 03:34 PM Attachment: mame0140u1b_64-bit.7z 10278 KB (32 downloads)


...



ShimaPong
MAME Fan
Reged: 03/12/05
Posts: 783
Send PM


Re: MAME 0.140u1 out! new [Re: AntoPISA]
#238350 - 11/08/10 04:42 PM


> C++-ified the cheat engine. [Aaron Giles]
Great! Also I start converting to my customized cheat and debug search system.



"Any company has no power to stop people emulating"
MAME is the emulator of no giving in the pressure from any company even if they don't allow



Hawq
MAME Fan
Reged: 02/10/07
Posts: 197
Send PM


C2D Minty new [Re: AntoPISA]
#238353 - 11/08/10 05:09 PM Attachment: mame0140u1C2D.zip 16102 KB (12 downloads)


normally this is one of 2 places for it but as the other got hacked & isnt back up yet the 2 or 3 people other than me that use it will have to rely on this



Derrick Renaud
Discrete Coder
Reged: 10/18/03
Posts: 438
Loc: The Local Pub
Send PM


Re: MAME 0.140u1 out! new [Re: CiroConsentino]
#238360 - 11/08/10 06:00 PM


> >>Discrete Sound - Added DISCRETE_XTIME_xxx logic modules....
> >>Updated Donkey Kong Jr. to use these new modules...
>
> does this mean that the new discrete module 74LS629 coded by "Derrick Renaud" is
> implemented with this update ?

It was implemented in the last update. It has been renamed as DISCRETE_74LS624 and the old code removed. A 629 is just two 624s. Mario Bros has been updated to use it.

The DISCRETE_XTIME_xxx logic modules just allow for anti-aliased logic, creating a better waveform. The dkongjr sound in 140u1 should sound subtly different then 140. The final filter removes a lot of the aliasing noise that was there before the new DISCRETE_XTIME_xxx logic modules. But I know it was there and could see it when doing a waveform analysis. Now the harmonics are gone.

D.



Do not p-mail me for help compiling my updates, ask on the board.
Do not request sound for your favorite game. I work on whatever, when I get around to it.
If you have schematics for discrete sound games not easily found on the net, I would be interested.



StilettoAdministrator
They're always after me Lucky ROMS!
Reged: 03/07/04
Posts: 6472
Send PM


Re: MAME 0.140u1 out! new [Re: Derrick Renaud]
#238372 - 11/08/10 07:38 PM


> > >>Discrete Sound - Added DISCRETE_XTIME_xxx logic modules....
> > >>Updated Donkey Kong Jr. to use these new modules...
> >
> > does this mean that the new discrete module 74LS629 coded by "Derrick Renaud" is
> > implemented with this update ?
>
> It was implemented in the last update. It has been renamed as DISCRETE_74LS624 and
> the old code removed. A 629 is just two 624s. Mario Bros has been updated to use it.
>
> The DISCRETE_XTIME_xxx logic modules just allow for anti-aliased logic, creating a
> better waveform. The dkongjr sound in 140u1 should sound subtly different then 140.
> The final filter removes a lot of the aliasing noise that was there before the new
> DISCRETE_XTIME_xxx logic modules. But I know it was there and could see it when doing
> a waveform analysis. Now the harmonics are gone.

I'm really thrilled with your work, and as far as I know you've only begun to scratch the tip of the iceberg. If only we could clone you...

- Stiletto



CrapBoardSoftware
My real name is banned dickhead
Reged: 01/03/06
Posts: 1250
Loc: Wisconsin
Send PM


Re: MAME 0.140u1 out! new [Re: AntoPISA]
#238374 - 11/08/10 08:15 PM


> C++-ified the cheat engine. [Aaron Giles]

There you go, Mr. ShimaPong. Show us what you complain about...



CiroConsentino
Frontend freak!
Reged: 09/21/03
Posts: 6211
Loc: Alien from Terra Prime... and Brazil
Send PM


Re: MAME 0.140u1 out! new [Re: Derrick Renaud]
#238375 - 11/08/10 08:23 PM


I just checked... sounding good. excellent work



Emu Loader
Ciro Alfredo Consentino
home: http://emuloader.mameworld.info
e-mail: [email protected]



gregf
Ramtek's Trivia promoter
Reged: 09/21/03
Posts: 8603
Loc: southern CA, US
Send PM


Re: MAME 0.140u1 out! new [Re: Derrick Renaud]
#238382 - 11/08/10 09:52 PM





----
Atari Cops'n Robbers Updates [Derrick Renaud]
Converted controls to Positional type.
Started Discrete sounds. (Motor 2 & 3, Crash sounds implemented)
Added Motor 0 & 1, and Zings sounds. Zings sound not hooked up until
address for Fires & Zings is found.

Atari Cops'n Robbers Updates [Derrick Renaud]
----


Thanks for getting another 1970s era Atari game to be audible. I played this maybe once or twice, but don't recall exact details of the sounds. I figure the motor sounds will be the same.




Out of curiosity, I searched remaining 1970s era Atari games without any audio and came up with the remaining two. Great to have many with audio emulated these days compared to what it was like back in early 2003.

----
http://maws.mameworld.info/maws/romset/destroyr

http://maws.mameworld.info/maws/romset/flyball
---



gregf
Ramtek's Trivia promoter
Reged: 09/21/03
Posts: 8603
Loc: southern CA, US
Send PM


Re: Mario.c file new [Re: Derrick Renaud]
#238385 - 11/08/10 11:20 PM




>Mario Bros has been updated to use it.



Is the to-do comment still valid? Or out-of-date and can be removed?

-----
http://mamedev.org/source/src/mame/drivers/mario.c.html

TODO:
- start up sound (Sound #2 should play but does not
-----



mogli
MAME Fan
Reged: 01/26/08
Posts: 1956
Send PM


Re: MAME 0.140u1 out! new [Re: Derrick Renaud]
#238410 - 11/09/10 05:32 AM



Quote:


The dkongjr sound in 140u1 should sound subtly different then 140.




I think it does sound slightly different. I'm curious, though: is that 'landing' sound really accurate? It sounds so hollow and kinda cheap (p-keoo, p-keoo), I just can't imagine it's correct.



Consider it high comedy....sincere tragedy....whatever...don't take it personally.

The Culture




ranger_lennier
Reged: 04/07/05
Posts: 1127
Send PM


Re: MAME 0.140u1 out! new [Re: AntoPISA]
#238530 - 11/10/10 06:52 AM



> ---------------------------------------------------
> Pit Boss Megatouch II
> [Mariusz Wojcieszek, f205v, Smitdogg, The Dumping Union]

Nice find, there. I didn't realize the Megatouch brand started out under the Pit Boss line. Now, of the first six Megatouch games, only the original is missing. Since then, of course, it's exploded into approximately a googol variations.



StilettoAdministrator
They're always after me Lucky ROMS!
Reged: 03/07/04
Posts: 6472
Send PM


Re: MAME 0.140u1 out! new [Re: ranger_lennier]
#238531 - 11/10/10 07:36 AM


> > ---------------------------------------------------
> > Pit Boss Megatouch II
> > [Mariusz Wojcieszek, f205v, Smitdogg, The Dumping Union]
>
> Nice find, there. I didn't realize the Megatouch brand started out under the Pit Boss
> line. Now, of the first six Megatouch games, only the original is missing. Since
> then, of course, it's exploded into approximately a googol variations.

There may be a "standard" Megatouch II in comparison to Pit Boss Megatouch II, I found the manual to be inconclusive. Obviously, I hope that isn't the case so that it's as you say.

- Stiletto



T-2000
MAME Fan
Reged: 08/02/06
Posts: 48
Send PM


Re: MAME 0.140u1 out! new [Re: Stiletto]
#238625 - 11/11/10 11:23 AM


MAMETesters Bugs Fixed
----------------------
- 04096: [DIP/Input] sjryuko: Most inputs do not work (Angelo Salese)
- 02561: [Interface] Ability to choose a different name for the UI
font (Aaron Giles)

.......
Not many fixes in this one, how about a xmas special where all bugs are fixed.... just kidding just the system 16 hang-on sound bug... good update thx..



ShimaPong
MAME Fan
Reged: 03/12/05
Posts: 783
Send PM


Re: MAME 0.140u1 out! new [Re: ShimaPong]
#238827 - 11/13/10 03:55 PM Attachment: bygone.png 61 KB (0 downloads)


I have finished conversion of "cheat_manager" and "group_entry" classes but I grapple with the thorny issues of "cheat_entry" (as one of individual class or merged to "group_entry" class).
So I convert Bygone to 0.140 and search a memory then create "complete" No-hit Invincibility...

[ATTACHED IMAGE]

Attachment

Edited by ShimaPong (11/13/10 04:00 PM)



"Any company has no power to stop people emulating"
MAME is the emulator of no giving in the pressure from any company even if they don't allow



Sune
Connected
Reged: 09/21/03
Posts: 5648
Loc: Lagoa Santa, Brasil
Send PM


That's great, you should share it_nt new [Re: ShimaPong]
#238828 - 11/13/10 04:05 PM


> I have finished conversion of "cheat_manager" and "group_entry" classes but I grapple
> with the thorny issues of "cheat_entry" (as one of individual class or merged to
> "group_entry" class).
> So I convert Bygone to 0.140 and search a memory then create "complete" No-hit
> Invincibility...



Mamesick
Troll Lamer
Reged: 09/21/03
Posts: 1649
Loc: Italy
Send PM


Re: That's great, you should share it_nt new [Re: Sune]
#238835 - 11/13/10 05:37 PM


He's not interested in sharing, he's here only to show to Pugsy his skills.



CrapBoardSoftware
My real name is banned dickhead
Reged: 01/03/06
Posts: 1250
Loc: Wisconsin
Send PM


Re: That's great, you should share it_nt new [Re: Mamesick]
#238845 - 11/13/10 07:18 PM


> He's not interested in sharing, he's here only to show to Pugsy his skills.

Exactly. Check all the previous posts regarding cheats/the cheat system; the 'fight' with Pugsy was a major deal. Also, for months he was complaining that Aaron had not converted the cheat subsystem to C++, now that Aaron did this for 0.140, he still shows off but nothing else.



StilettoAdministrator
They're always after me Lucky ROMS!
Reged: 03/07/04
Posts: 6472
Send PM


it would be great if you would release your sourcecode. *nt* new [Re: ShimaPong]
#238854 - 11/13/10 08:46 PM


> I have finished conversion of "cheat_manager" and "group_entry" classes but I grapple
> with the thorny issues of "cheat_entry" (as one of individual class or merged to
> "group_entry" class).
> So I convert Bygone to 0.140 and search a memory then create "complete" No-hit
> Invincibility...



StilettoAdministrator
They're always after me Lucky ROMS!
Reged: 03/07/04
Posts: 6472
Send PM


Re: That's great, you should share it_nt new [Re: CrapBoardSoftware]
#238855 - 11/13/10 08:46 PM


> > He's not interested in sharing, he's here only to show to Pugsy his skills.
>
> Exactly. Check all the previous posts regarding cheats/the cheat system; the 'fight'
> with Pugsy was a major deal. Also, for months he was complaining that Aaron had not
> converted the cheat subsystem to C++, now that Aaron did this for 0.140, he still
> shows off but nothing else.

Pretty sure Sune knows the whole story, as do I...

- Stiletto



ShimaPong
MAME Fan
Reged: 03/12/05
Posts: 783
Send PM


Re: MAME 0.140u1 out! new [Re: AntoPISA]
#239100 - 11/16/10 04:18 PM


The King Of Fighters XI (SNK Playmore/Sega 10.26.2005)

[TIPS]
=== Extra Characters ===

They will appear after defeated 3 CPU teams under the following conditions

- Guy Tendou
1) Defeat >=1 CPU character with Leader's Chou-hissatsu waza
2) Within 3 minute
3) All player characters are not defeated
4) No continue

- Jazu/Silver
1) Defeat >=6 characters with Chou-hissatsu waza or Leader's Chou-hissatsu waza
2) All player characters are not defeated
3) No continue
* Either of them will come in random order

- Joe Hayate
1) Defeat >=2 CPU characters with Leader's Chou-hissatsu waza
2) Within 3 minute
3) All player characters are not defeated
4) No continue

- Adelheid
Failed to fulfill the above conditions


Also they are selectable as time release character.

- Adelheid : 720 hours
- Guy Tendou : 960 hours
- Jazu/Silver : 1200 hours
- Joe Hayate : 1440 hours


This game was ported to PS2 at 06.22.2006 (SNK Best Collection version was at 06.28.2007)
Main difference is that newer extra characters are added... Robert, Mai, Geese, Tung, Mr.Big, Hotaru and Extra Kyou.



"Any company has no power to stop people emulating"
MAME is the emulator of no giving in the pressure from any company even if they don't allow



R. Belmont
Cuckoo for IGAvania
Reged: 09/21/03
Posts: 9716
Loc: ECV-197 The Orville
Send PM


Re: That's great, you should share it_nt new [Re: Mamesick]
#239138 - 11/17/10 12:59 AM


> He's not interested in sharing, he's here only to show to Pugsy his skills.

We know. Which is why it's important to keep reminding him to share it.



CrapBoardSoftware
My real name is banned dickhead
Reged: 01/03/06
Posts: 1250
Loc: Wisconsin
Send PM


Re: That's great, you should share it_nt new [Re: R. Belmont]
#239180 - 11/17/10 12:41 PM


> > He's not interested in sharing, he's here only to show to Pugsy his skills.
>
> We know. Which is why it's important to keep reminding him to share it.

Serious question: Do you assume it helps?



Fever
Reformed Sk3n3 Quitter
Reged: 09/21/03
Posts: 2090
Loc: Britland
Send PM


Re: That's great, you should share it_nt new [Re: CrapBoardSoftware]
#239418 - 11/20/10 02:17 PM


> > > He's not interested in sharing, he's here only to show to Pugsy his skills.
> >
> > We know. Which is why it's important to keep reminding him to share it.
>
> Serious question: Do you assume it helps?

If you don't feed the trolls there'll be no emu-controversy and the sk3n3 will die! DIE!



ShimaPong
MAME Fan
Reged: 03/12/05
Posts: 783
Send PM


Re: MAME 0.140u1 out! new [Re: ShimaPong]
#239454 - 11/21/10 03:58 PM Attachment: ktiger.png 47 KB (2 downloads)


I have passed compiling my customized cheat system based on 0.140u1 refined by Aaron.

- Defined "Cheat Version" as "3"

- Refined classes and converted linked list to "simple_list" based.

* cheat_manager : managed cheat main system
* group_entry : managed groups
* cheat_entry : managed cheats
* script_entry : managed each scripts and execution an expression
* param_entry : managed items
* cheat_user_memory : managed user defined memory

- Added "cheat_ui_selector" (class). group_entry and cheat_entry inherit it and override "select_next()" and "select_prev()".

- Separated script execution function to "execute_action()", "execute_condition()" and "execute_loop()" and direct called via call-back.

- Changed "offset" attribute to "length" in user defined memory node.


And re-searched the cheats for ktiger/twincobr with refined cheat system.
Again, I have not confirmed any freeze problem except in-game ROM check error.
Otherwords, I know how to reproduce the freeze in Stage 2 certainly.
I have found 4 check routines in playing and killed completely with "Skip ROM Check" cheat code.

Thank Aaron for your help and support.

[ATTACHED IMAGE]

Attachment


Pages: 1

MAMEWorld >> News
View all threads Index   Threaded Mode Threaded  

Extra information Permissions
Moderator:  John IV, Robbbert, Tafoid 
1 registered and 111 anonymous users are browsing this forum.
You cannot start new topics
You cannot reply to topics
HTML is enabled
UBBCode is enabled
Thread views: 4603