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RobbbertModerator
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MAME 0.146u4
#292833 - 07/30/12 10:37 AM


http://mamedev.org/updates.html


Quote:


0.146u4
-------


MAMETesters Bugs Fixed
----------------------
- 04957: [DIP/Input] (fantland.c) galaxygn: life dipswitch is broken.
there's only 1 life (David Haywood)
- 04953: [Misc.] pnchmna, hypbbc2p, jingystm, jojobar1: disks need to
be set to baddump [R. Belmont, Firewave, Roman]
- 04404: [Misc.] (tnzs.c) tnzs: Significant negative performance spike
after intro sequence (David Haywood)
- 04485: [Misc.] (wardner.c) All sets in wardner.c: Slowdown due to memory
mapping changes (David Haywood)
- 04714: [Documentation] (micro3d.c) botss, botssa: Clone set is newest
revision
- 04844: [Crash/Freeze] (jaguar.c) fishfren: black screen after
EEPROM initialize (micko)

Source Changes
--------------
- vsnes.c: Corrected dipswitch settings for Vs. Wrecking Crew and Vs.
Balloon Fight. [Brian Troha]

- pacman.c: Give Birdiy it's own and correct dipswitch settings.
[Brian Troha]

- decocass.c: Add correct dipswitch setting for Fishing (DECO Cassette).
[Brian Troha]

- gcpinbal.c: Added dipswitch locations to Grand Cross Pinball.
[Brian Troha]

- gunpey.c: Added dipswitch locations to Gunpey. [Brian Troha]

- seta.c: Added dipswitch locations to Masked Riders Club Battle Race.
[Brian Troha]

- metro.c: Corrected and explained the dipswitches in Dharma Doujou.
[Brian Troha]

- galdrvr.c: fixed fantastc colors with a redumped prom
[Marcello Mancini]

- aristmk6.c: Cleaned up ROM names and corrected spelling of Crystal
Springs. 50 Lions parent/clone swapped (Australian set is now parent).
[Heihachi_73]

- Improved Last Bank driver, added bare-bones graphics and inputs
[Angelo Salese]

- Makyosen was redumped with corrected rom names which are now
documented in driver. [Yohji, Smitdogg, The Dumping Union]

- Dumped missing u11 gfx rom in Last Bank [Smitdogg, The Dumping Union]

- Basic device-ization of the TC0091LVC [Angelo Salese]

- PALs for Vigilante have been added, but not hooked up yet. The old
PAL(4m) has been determined to be bad. [Corrado Tomaselli]

- dsp32c changes: [Phil Bennett]
* Set the PCR to 1 on reset
* Update the PDF/PIF output pin states only when reading/writing the
PDR/PIR registers.
* Implemented the goto_pde, goto_pdf, goto_pif and goto_pdf
instructions

- harddriv updates: [Phil Bennett]
* Implemented diagnostic jumper and DIP switches for all games
* Added a workaround to prevent racedrivb1 and racedrivg1 from
crashing on boot
* Use the common 68681 DUART implementation
* Use XTAL values for CPU clocks

- legionna.c: Added priority BPROM to the Heated Barrel sets. Corrected
rom names and added PCB locations. [Smitdogg, The Dumping Union]

- PORT_ADJUSTER now accepts PORT_MINMAX as well. [Couriersud]

- Implemented a generic implementation to model discrete net lists.
[Couriersud]
* Based on timeslot modelling, the implementation models gate delays
in logic chips.
* Design ready to be split into a generic and a MAME implementation
part.
* Design prepared to merge in discrete components from discrete.*
* Supports code based as well as external net list parsing.
Ultimately, net lists and discrete emulation should share one code
base. The class design was set up to accomplish this. There is no
point in having multiple 555, 7474 implementations around. Most of the
code will be moved to lib/netlist going forward to allow usage in
other projects.

- Pong now uses netlist.h. This implementation reproduces all gate
timing and 555 related effects as described by Dr. H. Holden in his
2012 publication "ATARI PONG E CIRCUIT ANALYSIS & LAWN TENNIS".
[Couriersud]

- cshooter.c: Added dipswitch locations to the Air Raid & Cross Shooter
sets. [Brian Troha]

- tlcs900: Added support for TMP95C063. [Ville Linde]

- taitotz.c: Major driver update. [Ville Linde]
* Modernized address maps
* Improved 2D rendering
* Hooked up IO CPU comms
* Hooked up IDE controller
* Basic 3D graphics emulation

- metro.c: Corrected OKI6295 Pin 7 assignment for the Last Fort & Sky Alert
sets as listed in the driver. Also verified the Pin 7 assignment where
listed in the driver. [Brian Troha]

- Hooked up TC0091LVC device to Fruit Dream [Angelo Salese]

- midwunit.c: Corrected the rom labels for Open Ice and added notes
about the specific "L" revision of the roms. [Brian Troha]

- Enable support building the bundled 7z library with a C++ compiler.
[Markus Rathgeb]

- Did a first-pass clone creation/set split for the acesp.c driver. As
a result, another 500 or so sets have been added to the gamelist.
[David Haywood]

- Converted Taito JC 3D renderer to use polynew.h. [Ville Linde]

- SDL: Use XInput to allow multiple lightguns on Linux/*BSD targets.
[Markus Rathgeb, based on a patch by SpritesMods.com]

- sfbonus.c: Corrected dipswitches for the driver and added dipswitch
locations. [Brian Troha]

- pokechmp.c: [David Haywood]
* Finally figured out the 8bpp BG tile plane order, a bit odd, guess
there are swapped lines
* Hooked up OKI sound banking
* Fixed sprite attributes
* Simplified CPU banking
* Use generic palette functions

- Added sound ROM bankswitch in Combat School bootleg. [Angelo Salese]

- Added some new ROMs Twister Sound [Guitar]

- Removed a sound kludge to Combat School [Angelo Salese]

- Fixed gameplay inputs in Cyber Tank [Angelo Salese]

- Cleaned up I/Os in Cyber Tank [Angelo Salese]

- cybertnk.c: [David Haywood]
* hooked up tilemaps as tilemaps, with scrolling
* hooked up palette select on road drawing (road now appears to
'move')
* did some priority related bits, which may or may not be correct

- updated expat to 2.1.0 [Oliver Stöneberg]

- updated zlib to 1.2.7 / renamed zconf.in.h to zconf.h.in
[Oliver Stöneberg]

- esd16.c: Move Jumping Pop from tumbleb.c to esd16.c and clean up said
driver. [David Haywood]

- Fixed AMD/ASD opcodes in the F8 CPU core. Status flags are set before
the decimal correction factor is added, so only the carry flag is
significant after a decimal addition opcode. [Sean Riddle]

- cobra.c: Converted the 3D renderer to use polynew.h. [Ville Linde]


New games added or promoted from NOT_WORKING status
---------------------------------------------------
Last Bank [Angelo Salese, David Haywood, Smitdogg, The Dumping Union]
Hard Drivin' (cockpit, rev 1) [philipbe]
Race Drivin' (cockpit, rev 1) [philipbe]
Race Drivin' (cockpit, rev 2) [philipbe]
Race Drivin' (cockpit, rev 3) [philipbe]
Race Drivin' (cockpit, British, rev 1) [philipbe]
Race Drivin' (cockpit, German, rev 2) [philipbe]
The Big Game (Barcrest) (MPU 3), [James Wallace]
Bank Raid (Jpm) (MPS) [C J Wren/MPU Mecca]
Lucky Arrows (Jpm) (MPS) [C J Wren/MPU Mecca]
Solid Gold (Jpm) (MPS) [C J Wren/MPU Mecca]
Fruit Dream [Angelo Salese]
Get Rich [Sara S.]


New clones added
----------------
Dynamite Duke (Europe set 1) [Arzeno Fabrice]
Ninja Baseball Bat Man (World) [Arzeno Fabrice]
Cops 'n' Robbers (Bellfruit) (set 1) (Scorpion 1)", [James Wallace]
Cops 'n' Robbers (Bellfruit) (set 2) (Scorpion 1)", [James Wallace]
Last Fortress - Toride (Erotic, Rev A)
[Brian Troha, The Dumping Union]
Note Exchange (Set 2) (Jpm) (MPS) [C J Wren/MPU Mecca]
Note Exchange (Set 3) (Jpm) (MPS) [C J Wren/MPU Mecca]
Nudge Bonanza Deluxe (Set 2) (Jpm) (MPS) [C J Wren/MPU Mecca]
Trick or Treat (Proconn) [Captain Haddock]
Action Bank (set 2) (Barcrest) [jameswal]
Special Effects V2 (Maygay V1) [jameswal]
Jumping Pop (set 2) [Brian Troha, David Haywood, The Dumping Union]
Mortal Kombat II (rev L2.0) [ebo0763]
Drift Out (Europe) [Hammy]
Pipi & Bibis / Whoopee!! (Prototype) [Antonio Gonzalez Jr.]


New games marked as GAME_NOT_WORKING
------------------------------------
Royal Ascot 2 [ShinobiZ]
Sky Destroyer
[Gnoppi, P. Vining, C. Bristow, gatt9, Phil Bennett, Tormod,
Andrew Welburn, Smitdogg, The Dumping Union, Angelo Salese]
Pop Shot (prototype) [Antonio Gonzalez Jr.]





redk9258
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MAME_0.146u4b_64-bit... new [Re: Robbbert]
#292837 - 07/30/12 12:08 PM Attachment: MAME_0.146u4b_64-bit.7z 15189 KB (118 downloads)


See attached...



redk9258
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Reged: 09/21/03
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MAME_0.146u4b_32-bit new [Re: Robbbert]
#292838 - 07/30/12 12:19 PM Attachment: MAME_0.146u4b_32-bit.7z 13949 KB (89 downloads)


See attached...



Lewis King
Reged: 12/25/11
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Re: MAME_0.146u4b_64-bit... new [Re: redk9258]
#292846 - 07/30/12 02:47 PM


> See attached...

Thanks.



B2K24
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Re: MAME 0.146u4 new [Re: Robbbert]
#292854 - 07/30/12 04:28 PM


Thank you MAMEdev and thanks Red for the compile builds



joey35car
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Re: MAME_0.146u4b_64-bit... new [Re: redk9258]
#292856 - 07/30/12 05:16 PM


Thanks for the 64bit compile. I think I should try to compile my own one day but your damn fast at providing it.



gregf
Ramtek's Trivia promoter
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Re: MAME 0.146u4 new [Re: Robbbert]
#292862 - 07/30/12 06:28 PM




Another good round of updates and my thanks too.

My favorite part this time around is couriersud's work. :-)


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

--
- PORT_ADJUSTER now accepts PORT_MINMAX as well. [Couriersud]

- Implemented a generic implementation to model discrete net lists.
[Couriersud]
* Based on timeslot modelling, the implementation models gate delays
in logic chips.
* Design ready to be split into a generic and a MAME implementation
part.
* Design prepared to merge in discrete components from discrete.*
* Supports code based as well as external net list parsing.
Ultimately, net lists and discrete emulation should share one code
base. The class design was set up to accomplish this. There is no
point in having multiple 555, 7474 implementations around. Most of the
code will be moved to lib/netlist going forward to allow usage in
other projects.

- Pong now uses netlist.h. This implementation reproduces all gate
timing and 555 related effects as described by Dr. H. Holden in his
2012 publication "ATARI PONG E CIRCUIT ANALYSIS & LAWN TENNIS".
[Couriersud]
--



gregf
Ramtek's Trivia promoter
Reged: 09/21/03
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Loc: southern CA, US
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Re: MAME_0.146u4b_32-bit new [Re: redk9258]
#292864 - 07/30/12 06:38 PM




Thanks.



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

I am curious what the fps rate will be regarding couriersud's latest work. Stiletto had posted Juergen's TTL emulator, that was running an incomplete Pong ttl emulation in early 2010, was at 7 fps when running Juergen's TTL program.

Couriersud's Pong work picks up where Juergen's Pong work had stopped at back in early 2010.



Cyberzinho Punk
Reged: 12/31/09
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Re: MAME 0.146u4 new [Re: Robbbert]
#292874 - 07/30/12 09:36 PM


Thanks for this update!!!!

MAME packages for Slackware Linux users are here:

https://sourceforge.net/projects/mameforslack/




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



redk9258
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Reged: 09/21/03
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Loc: Troy, Illinois USA
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Re: MAME_0.146u4b_64-bit... new [Re: joey35car]
#292876 - 07/30/12 10:39 PM


> Thanks for the 64bit compile. I think I should try to compile my own one day but your
> damn fast at providing it.

You're welcome. Timing was just right this morning. I was just getting ready to leave for work and had time to compile. Had to leave when the 32-bit was uploading. You should try compiling yourself. It's easy.



John IVModerator
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Re: MAME_0.146u4b_32-bit new [Re: gregf]
#292885 - 07/31/12 12:44 AM


Took a hit from the the first implementation.
Current pong about 70% in demo on i7-2600 3.4Ghz stock.
pongf is about 105% in demo on i7-2600 3.4Ghz stock.



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



s_bastian
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Thanks :) - nt - new [Re: redk9258]
#292911 - 07/31/12 08:53 AM





The first Italian MAME resource at
www.progettoemma.net



gregf
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Re: MAME_0.146u4b_32-bit new [Re: John IV]
#293133 - 08/02/12 07:59 PM



>Took a hit from the the first implementation.
>Current pong about 70% in demo on i7-2600 3.4Ghz stock.
>pongf is about 105% in demo on i7-2600 3.4Ghz stock.

Yep. The netlist version certainly puts the computer to work and then some. :-)

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

Good to see where couriersud's net-list work picks up from where Juergen's early 2010 trailblazer net-list work left off. I do remember when running Juergen's TTL emulator in early 2010 and tried Pong, it was running at 4 fps and the computer was struggling with running Juergen's TTL emulation of Pong.

Other than the speed, Pong is playable if insisting on trying out in default-basic-backward-mode of wanting to have right hand on mouse and left hand on keyboard keys of "D and "G". Some time later, the player versus machine option of For-Play's Rally should be in there so single players can compete against machine in games of Pong. Rally is almost a duplicate of Pong, but it will require some modifications in order for it to fit in the pong.c file


I do find parts of Adam's 2010 discussion with Juergen pretty interesting such as the gate delay method part which explains why Juergen's TTL emulator was slower compared to DICE.


==
AdamB

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


I wasn't sure if it was due to all the errors in the schematics (I found most of the same ones), or if it was due to inaccuracies with the simulation - I was using unit gate delay, so every single chip had the exact same delay, which was accurate enough for Pong, but probably not accurate enough for the more complex games. What kind of method are you using for the gate delays?


Juergen/pullmoll's reply to Adam
http://www.mameworld.info/ubbthreads/sho...part=1&vc=1

> What kind of method are you using for the
> gate delays?

I have the different delays for the 0->1 and 1->0 transitions from a TTL data book. Most delays are for the SN74xxx types, i.e. the earliest chips, except when there are only 74LSxxx or other newer types.

> And what kind of speed are you getting?

Pong runs at roughly 4 fps on my Phenom X4 2.3GHz.

==



R. Belmont
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Re: MAME_0.146u4b_32-bit new [Re: gregf]
#293137 - 08/02/12 09:07 PM


Yeah, hopefully couriersud can make use of some of the speedups from the new Space Race supporting version of DICE. He actually contacted MAMEdev right after courier had finished his netlist implementation, so the timing was a bit unfortunate. But that's not his fault



gregf
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Re: MAME_0.146u4b_32-bit new [Re: R. Belmont]
#293146 - 08/02/12 10:29 PM



>Yeah, hopefully couriersud can make use of some of the speedups from the new Space Race
>supporting version of DICE.

The part that interests me is what will the future code look like for non-cpu games that do use roms or proms such as Ramtek's use of Intersil 5610 proms for games Clean Sweep or Wipe Out (both Ramtek games already dumped).

I am guessing the prom(s) will be defined first within the net_lib.* files just like the various other ttl chips? After that, it will be interesting of where things go from there and what the method will be for getting rom usage games like Stunt Cycle or Atari Anti-Aircraft up and running in MAME.




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

ROM_START( pong ) /* dummy to satisfy game entry*/
ROM_REGION( 0x10000, "maincpu", 0 ) /* enough for netlist */
ROM_LOAD( "pong.netlist", 0x00000, 10306, CRC(bb92b267)
ROM_END


http://mamedev.org/source/src/emu/machine/net_lib.c.html
http://mamedev.org/source/src/emu/machine/net_lib.h.html
http://mamedev.org/source/src/emu/machine/netlist.c.html
http://mamedev.org/source/src/emu/machine/netlist.h.html
---




>He actually contacted MAMEdev right after courier had finished his netlist
>implementation, so the timing was a bit unfortunate. But that's not his fault

I have stuff ready to go to Adam, but still need to find a reprographics shop that can make blueprint/whiteprint duplicate logic schematics fold-out sheets at a reasonable price.


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