|
MAME 0.147u1
#297181 - 10/08/12 09:27 AM
|
|
|
http://mamedev.org/updates/whatsnew_0147u1.txt
0.147u1 -------
MAMETesters Bugs Fixed ---------------------- - 04717: [Documentation] (vicdual.c) nsub: Coinage dipswitch settings (hap) - 05015: [Graphics] (segaxbd.c) Most sets in segaxbd.c: Sprites glitching or disappearing (hap) - 03831: [Gameplay] (vicdual.c) carnivalh, carnivalha: Gameplay is unusually fast. (hap) - 05022: [Color/Palette] (segaybd.c) gloc, strkfgtr, rchase, pdrift: Incorrect colors on some text, HUD, outer view of aircraft. (hap) - 05017: [Sound] (poo.c) unclepoo: Sounds incomplete/slow or misplayed (hap) - 03464: [Debugger] (seattle.c) All sets in seattle.c: MAME crash when try to read the voodoo region (Firewave) - 05020: [Documentation] (royalmah.c) janputer: This game is a hack/copy of "Janputer", named "New Double Bet Mahjong". - 04719: [Documentation] (vicdual.c) invho2: Dipswitch settings from manual - 04718: [Documentation] (vicdual.c) invds: Dipswitch settings from manual - 03751: [Crash/Freeze] (gunpey.c) gunpey: [debug] Assert in debug build (Phil Bennett) - 05012: [Documentation] Typos in internal MAME list - 05007: [Crash/Freeze] All sets in midtunit.c, midwunit.c, midxunit.c: Corrupted graphics, quickly crashes when starting (Firewave) - 05008: [Core] CHDMAN: Error creating CHD file (new.chd): file not writeable (smf)
Source Changes -------------- -Memory handler normalization, part 1. READ/WRITE_DEVICE*_HANDLERs are now passed an address_space &, and the 8-bit variants get a mem_mask as well. This means they are now directly compatible with the member function delegates. Added a generic address space to the driver_device that can be used when no specific address space is available. Also added DECLARE_READ/WRITE_DEVICE*_HANDLER macros to declare device callbacks with default mem_mask parameters. [Aaron Giles]
-Memory handler normalization, part 2. Change legacy read/write handlers to take an address_space & instead of an address_space *. Also update pretty much all other functions to take a reference where appropriate. [Aaron Giles]
-Memory handler cleanup 3. Add mem_mask parameter to 8-bit handlers to match the others. To ease pain, added DECLARE_READ/WRITE_HANDLER macros that set up a default parameter. Also updated devcb so that the handlers can be called with or without the mem_mask. [Aaron Giles]
-Seibu COP: Added 0x1c param to 0x0205 command, fixes at least sprite positioning during intros of Raiden 2 and Zero Team (but breaks gameplay in Zero Team, needs investigation) [Angelo Salese, Smitdogg]
-Seibu COP: Made 0x42c2 command more accurate, makes Legionnaire enemies to behave properly and match finally starts in Seibu Cup Soccer [Angelo Salese, Smitdogg]
-gunpey.c - Corrected OKI M6925 frequency [Phil Bennett]
-fix for "file note writeable" when creating, plus consolidated some duplicate/redundant code. [smf]
-Seibu COP: Added 0xe38e command, used by Seibu Cup Soccer to follow the ball [Angelo Salese]
-Since nobody checks for NULLs anyway, make device_memory_interface::space() assert against NULL and return a reference, and pushed references throughout all address space usage in the system. Added a has_space() method to check for those rare case when it is ambiguous. [Aaron Giles]
-Added -verifysoftware command. [Wilbert Pol]
-Changed CPS-1 video timings to SCREEN_RAW_PARAMS [Angelo Salese]
-Added generic set of pinball mechanical sounds [Robbbert]
-lib7z: fix portability problems that resulted in memory trashing in some configurations. [R. Belmont]
-Better simulation of Metal Slug X's protection device. [IQ_132] Made Epson R4543 RTC a proper RTC device, eliminates duplicated code in Namco Systems 12 and 23 [R. Belmont]
-rotation - Added motor simulation; added nvram; added mechanical sounds; added notes [Robbbert]
-tms99x8: Converted to using RGB32 bitmap so chips can coexist with other video screens [R. Belmont]
-fixed MT03464: fixed potential out of array access in src/emu/video/voodoo.c logerror() [Oliver Stöneberg]
-m6509: Fixed EA zero page indirect + Y (post indexed). [Curt Coder]
-Implemented DS75160A/DS75161A IEEE-488 GPIB Transceivers. [Curt Coder]
-spectra - added remaining sounds, game marked as WORKING [Robbbert]
-Ported Palette brightness effects to Raiden 2 HW, used by Zero Team and X Se Dae [Angelo Salese]
-mcr68.c: Add dipswitch locations to all sets in the driver. [Brian Troha]
-aftor - fixed display, marked as WORKING [Robbbert]
-Added irq ack to Shanghai 3 HW [Angelo Salese]
-Fixed M68K and hooked up SCREEN_RAW_PARAMS for Blocken. Game was definitely running at erratic speeds before [Angelo Salese, Tafoid]
-mos6526: Implemented a nearly cycle-exact "old" CIA, which passes most of the Lorenz/VICE CIA tests. Refactored the c64/c128/vic10/cbm2 drivers and the 1571/1581 floppy drives to use the new implementation. [Curt Coder]
-6532riot.c: Internal timer is always running. Fixes several a2600 regressions. (Wilbert Pol)
-Moved scsi protocol code from scsibus_device to scsihle_device, leaving scsibus_device to calculate the current bus contents and distribute it to each of the scsidev_device. [smf]
-suna8.c: fixed sound samples width, improves speech in e.g. rranger [Luca Elia]
-Promoted starfigh to playable state [Luca Elia] * Address line scrambling of data ROMs * ROM bank latching and mirroring * Sound latch and NMI disable * Patched some further protection * Added graphics banking
-Emulated Lord of Gun's protection rather than patching it out [iq_132]
New games added or promoted from NOT_WORKING status --------------------------------------------------- Claybuster [Any, hap] Gun Champ [hap] Star Fighter (v1) [Luca Elia]
New clones added ---------------- Asterock (Videotron bootleg) [Any] Jurassic Park (Japan) [ShouTime] Dodge City (2131-82, U5-0D) [Brian Troha, The Dumping Union] (not working) Enforce (World) [ShouTime, The Dumping Union] Sega Bass Fishing Deluxe (Japan) [Tormod, Yohji, Smitdogg, The Dumping Union] (not working) Cruis'n Exotica (version 1.3) [Brian Troha, Smitdogg, The Dumping Union] (not working)
New games marked as GAME_NOT_WORKING ------------------------------------ Blankity Bank (PCP) (SYSTEM80) [TTX] VLC Nevada [Yves] Game Magic [Grull Osgo] 99 Bottles of Beer [Grull Osgo]
|
Site: https://www.progettosnaps.net/
Board: progetto-SNAPS Official Board
Twitter: @progettosnaps
|
|
redk9258 |
Regular
|
|
|
Reged: 09/21/03
|
Posts: 3968
|
Loc: Troy, Illinois USA
|
|
Send PM
|
|
|
|
See attached...
32-bit later, have to go to work.
|
|
|
|
Re: MAME_0.147u1b_64-bit...
[Re: redk9258]
#297191 - 10/08/12 01:33 PM
|
|
|
|
CiroConsentino |
Frontend freak!
|
|
|
Reged: 09/21/03
|
Posts: 6211
|
Loc: Alien from Terra Prime... and Brazil
|
|
Send PM
|
|
|
Re: MAME_0.147u1b_64-bit...
[Re: redk9258]
#297193 - 10/08/12 02:36 PM
|
|
|
|
|
Re: MAME_0.147u1b_64-bit...
[Re: redk9258]
#297202 - 10/08/12 04:46 PM
|
|
|
|
|
Re: MAME 0.147u1
[Re: AntoPISA]
#297213 - 10/08/12 08:35 PM
|
|
|
> -Added generic set of pinball mechanical sounds [Robbbert]
fully generic....or already some example recordings available?
|
|
|
|
Re: MAME 0.147u1
[Re: AntoPISA]
#297215 - 10/08/12 08:48 PM
|
|
|
> -Added generic set of pinball mechanical sounds [Robbbert]
This one sounds really interesting. I really love where (I think) this is going. Thanks Mamedev, for all the hard work.
|
|
|
B2K24 |
MAME @ 15 kHz Sony Trinitron CRT user
|
|
|
Reged: 10/25/10
|
Posts: 2663
|
|
|
Send PM
|
|
|
|
X86 self compiled attached.
|
|
|
|
Re: MAME 0.147u1
[Re: B2K24]
#297218 - 10/08/12 09:58 PM
|
|
|
Thanks for the MAME 32-bit build B2K24.
|
|
|
mw |
MAME Fan
|
|
|
Reged: 01/01/07
|
Posts: 76
|
|
|
Send PM
|
|
|
|
> > -Added generic set of pinball mechanical sounds [Robbbert] > fully generic....or already some example recordings available?
Unofficial genpin samples attached
|
|
|
|
Re: MAME 0.147u1
[Re: B2K24]
#297223 - 10/09/12 01:00 AM
|
|
|
|
|
Re: MAME 0.147u1
[Re: AntoPISA]
#297308 - 10/09/12 11:22 PM
|
|
|
|
|
Re: MAME 0.147u1
[Re: AntoPISA]
#297311 - 10/10/12 01:05 AM
|
|
|
|
Dullaron |
Diablo III - Dunard #1884
|
|
|
Reged: 07/22/05
|
Posts: 6126
|
Loc: Fort Worth, Tx
|
|
Send PM
|
|
|
|
> > Update the samples page: http://www.progettosnaps.net/samples_en.html > > The link to your "Samples Dat 0.147u1" is not downloading. Can you fix it please? > Thanks
Here I got it just fine.
|
W11 Home 64-bit + Nobara OS / AMD Radeon RX 5700 XT / AMD Ryzen 7 3700X 8-Core 3.59 GHz / RAM 64 GB
|
|
Dullaron |
Diablo III - Dunard #1884
|
|
|
Reged: 07/22/05
|
Posts: 6126
|
Loc: Fort Worth, Tx
|
|
Send PM
|
|
|
|
MAME 0.147u1 - Split Sets (mechanical-games).dat MAME 0.147u1 - Split Sets (video-games).dat
I took all those and then split those up into two groups.
Stop complaining about the Pinball sets and Machine sets.
|
W11 Home 64-bit + Nobara OS / AMD Radeon RX 5700 XT / AMD Ryzen 7 3700X 8-Core 3.59 GHz / RAM 64 GB
|
|
|
Re: MAME 0.147u1
[Re: Toe-Knee]
#297340 - 10/10/12 11:06 AM
|
|
|
|
|
Re: MAME 0.147u1
[Re: Dullaron]
#297343 - 10/10/12 12:18 PM
|
|
|
|
|
Re: MAME 0.147u1
[Re: Toe-Knee]
#297344 - 10/10/12 12:48 PM
|
|
|
|
gregf |
Ramtek's Trivia promoter
|
|
|
Reged: 09/21/03
|
Posts: 8616
|
Loc: southern CA, US
|
|
Send PM
|
|
|
Re: MAME 0.147u1 *edited*
[Re: B2K24]
#297393 - 10/11/12 08:19 AM
|
|
|
Thanks for 32-bit build.
It's too bad that the 32-bit build, when trying Pong or Pongf, only shows flickering black/white patterns on screen instead. At least it exits back to command prompt without any crash or lockup. I am not sure how pong runs in .147u1 64-bit build versions.
-- http://mametesters.org/view.php?id=5009
05009: pong, pongf: Crash on exit --
Edited by gregf (10/11/12 10:07 PM)
|
|
|
|
Re: MAME 0.147u1
[Re: gregf]
#297395 - 10/11/12 09:49 AM
|
|
|
> Thanks for 32-bit build. > > It's too bad that the 32-bit build, when trying Pong, only shows a "color test" > pattern instead. At least it exits back to command prompt without any crash or > lockup. I am not sure how pong runs in .147u1 64-bit build versions. > > -- > http://mametesters.org/view.php?id=5009 > > 05009: pong, pongf: Crash on exit > --
My 32-bit runs pong fine, and no crash at all. The only issue is when the ball bounces off the edge, there is a flash of light or the screen bounces a bit.
|
|
|
|
|
> > -Added generic set of pinball mechanical sounds [Robbbert] > > > fully generic....or already some example recordings available?
It is generic, there is no 'correct' set. Users are expected to supply their own. I've attached the set I use for testing. Also note MT 05021.
Quick instructions on running pinball games generally: Press 5 to insert a coin Press 1 to start Press any alpha letter (except T or X) to score T is Tilt X is the outhole (the place the ball goes when you lose it) Keep going till the game is over. Most games can do 4 players.
It isn't exactly fun, but it is emulation.
|
|
|
Tafoid |
I keep on testing.. testing.. testing... into the future!
|
|
|
Reged: 04/19/06
|
Posts: 3137
|
Loc: USA
|
|
Send PM
|
|
|
Re: MAME 0.147u1
[Re: gregf]
#297400 - 10/11/12 12:10 PM
|
|
|
gregf,
Make sure your 'rom' matches crc32 as it was changed at least once since it was added to MAME.
|
|
|
Stiletto |
They're always after me Lucky ROMS!
|
|
|
Reged: 03/07/04
|
Posts: 6472
|
|
|
Send PM
|
|
|
Re: MAME 0.147u1
[Re: Robbbert]
#297419 - 10/11/12 06:47 PM
|
|
|
> My 32-bit runs pong fine, and no crash at all. > The only issue is when the ball bounces off the edge, there is a flash of light or > the screen bounces a bit.
Might not be an issue but a feature.
- Stiletto
|
|
|
gregf |
Ramtek's Trivia promoter
|
|
|
Reged: 09/21/03
|
Posts: 8616
|
Loc: southern CA, US
|
|
Send PM
|
|
|
Re: MAME 0.147u1 *edit*
[Re: Tafoid]
#297426 - 10/11/12 10:21 PM
|
|
|
>Make sure your 'rom' matches crc32 as it was changed at least once since it was added to >MAME.
Yep. I tried again with first deleting any old config files, made sure to use updated Pong rom file, and made sure MAME.ini rompath file was set for proper rom path directory.
I updated my description in the post.
"when trying Pong or Pongf, only shows flickering black/white patterns on screen instead."
My setup is WinXP operating system and 32-bit commandline build. And the only item changed in the MAME.ini setup file is Mouse is set to 1.
.146u4 runs Pong okay on Windows XP systems.
Edited by gregf (10/16/12 07:30 PM)
|
|
|
gregf |
Ramtek's Trivia promoter
|
|
|
Reged: 09/21/03
|
Posts: 8616
|
Loc: southern CA, US
|
|
Send PM
|
|
|
Re: MAME 0.147u1
[Re: Robbbert]
#297428 - 10/11/12 10:30 PM
|
|
|
>My 32-bit runs pong fine, and no crash at all.
My computer OS is WinXP. What OS is your computer using?
>The only issue is when the ball bounces off the edge, there is a flash of light or the >screen bounces a bit.
Stiletto has it correct. It probably is some actual hardware bug when Pong was released. I don't know of anyone with a working Atari Pong pcb board for testing that, but someone does have a working For-Play Rally pcb and maybe can take a look to see if the same thing happens because Rally is an almost clone of Atari Pong with exception that it has a few extra chips to support single player versus machine option.
|
|
|
|
Re: MAME 0.147u1
[Re: AntoPISA]
#297451 - 10/12/12 03:18 PM
|
|
|
Nice!!!!
|
Sorry, my English is bad!!!
Slackware Linux 14.2 beta 2/Fluxbox 1.3.7
Linux user #438128
MAME for Slackware
|
|
gregf |
Ramtek's Trivia promoter
|
|
|
Reged: 09/21/03
|
Posts: 8616
|
Loc: southern CA, US
|
|
Send PM
|
|
|
Re: MAME 0.147u1
[Re: Tafoid]
#297604 - 10/16/12 07:34 PM
|
|
|
The Windows XP findings, of trying to run Pong and Pongf, is posted on emuchat forum. The details are explained in the post.
If someone can improve Firewave's fix update so Windows XP users can also play Pong or Pongf, thanks.
|
|
|
|
Re: MAME_0.147u1b_64-bit...
[Re: redk9258]
#297607 - 10/16/12 08:12 PM
|
|
|
> See attached... > > 32-bit later, have to go to work.
Thank you for this
|
|
|