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MASH
MASH
Reged: 09/26/03
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MAMEinfo 0.247 :)
08/31/22 09:26 AM


MAMEINFO.DAT

* Updated to MAME 0.247 - http://git.redump.net/mame/log/

* Added Source/Listinfo changes

* Newest Bugs (31st Aug)

* Added/Fixed 'Recommended Games'

* Fixed Mameinfo.dat infos





Download at: http://mameinfo.mameworld.info/

MAME Testers at: https://mametesters.org/view_all_set.php?sort=last_updated&dir=DESC&type=2

Ashura-X's Nightly MAME builds: http://ashura.mameworld.info/nightlybuilds/builds.html

Recent MAME builds: https://github.com/mamedev/mame/actions
('Sign in' + Click on 'CI (Windows)' and then on a MAME post with a green check mark to download the mame-windows-gcc-XXXXXXXXXXXXXXX file)




0.247

- New games: BMX Stunts
- New Working games: Dino Dino (Ver. A1.1, 01/13/2005), Hacher (hack of Win Win Bingo EN.01.6), Lucky 7 (Impera) V04/91a, Magic Bomb (Ver. A3.1), Magic Bomb (Ver. L3.5S), Magic Card (v1.10 14.09.94), Magic Card (v1.2 200/93, set 1), Magic Card Export 94 (V2.11a, set 3), Puzzle Me!, Stone Age (Astro, Ver. EN.03.A, 2005/02/21), Super Pinball Action (US, prototype, dual screen), Win Win Bingo (Ver. GM.03.3, Feb 23 2006) and Zoo (Ver. ZO.02.D, Aug 27 2004)
- New Non-Working games: DANCE 86.4 FUNKY RADIO STATION (E01:J:A:A:2005040400), Dance Dance Revolution Karaoke Mix 2 (GQ947 VER. JAA), Dance Dance Revolution SuperNOVA (FDH:A:A:A:2006071300), Dance Dance Revolution SuperNOVA (FDH:J:A:A:2006090600), Dance Dance Revolution SuperNOVA (FDH:U:A:A:2006072400), Dance Dance Revolution SuperNOVA 2 (GDJ:A:A:A:2007100800), Dance Dance Revolution SuperNOVA 2 (GDJ:J:A:A:2007100800), Dance Dance Revolution SuperNOVA 2 (GDJ:U:A:A:2007100800), Dancing Stage SuperNOVA (FDH:E:A:A:2006072500), DrumMania V (E02:A:A:A:2005050200), DrumMania V (E02:J:A:A:2005050200), DrumMania V2 (F02:A:A:A:2006011201), DrumMania V2 (F02:J:A:A:2006011201), DrumMania V3 (F32:A:A:A:2006101800), DrumMania V3 (F32:J:A:A:2006101800), Guitar Freaks V (E03:A:A:A:2005050200), Guitar Freaks V (E03:J:A:A:2005050200), Guitar Freaks V2 (F03:A:A:A:2006011201), Guitar Freaks V2 (F03:J:A:A:2006011201), Guitar Freaks V3 (F33:A:A:A:2006101800), Guitar Freaks V3 (F33:J:A:A:2006101800), Hit Parade 108 / 144 / 160, Hold & Draw, Magical Poppins, Rally Montecarlo, Thrill Drive 3 (D44:J:A:A:20050316), Toy's March 2 (F00:J:A:A:2005110400), Toys March (E00:J:A:A:2005011602) and Western Dream Gold
- New clones: B.Rap Boys Special (World, older), Battle Garegga (Japan, bootleg) (Sat Feb 3 1996), Battle Garegga (Korea / Greece) (Wed Feb 7 1996), Big Kong (Crazy Kong bootleg on Galaxian hardware), Dance Dance Revolution SuperNOVA 2 (GDJ:A:A:A:2007071100), Dance Dance Revolution SuperNOVA 2 (GDJ:J:A:A:2007071100), Dancing Eyes (World, DC2/VER.B), Dancing Stage SuperNOVA (FDH:E:A:A:2006032200), DrumMania V2 (F02:A:A:A:2005101600), DrumMania V2 (F02:A:A:A:2005112800), DrumMania V2 (F02:J:A:A:2005101600), DrumMania V2 (F02:J:A:A:2005112800), DrumMania V3 (F32:A:A:A:2006072600), DrumMania V3 (F32:J:A:A:2006072600), Games V21.1C, Guitar Freaks (GQ886 VER. AAA), Guitar Freaks (GQ886 VER. EAA), Guitar Freaks (GQ886 VER. JAA), Guitar Freaks (GQ886 VER. UAA), Guitar Freaks V2 (F03:A:A:A:2005101600), Guitar Freaks V2 (F03:A:A:A:2005112800), Guitar Freaks V2 (F03:J:A:A:2005101600), Guitar Freaks V2 (F03:J:A:A:2005112800), Guitar Freaks V3 (F33:A:A:A:2006072600), Guitar Freaks V3 (F33:J:A:A:2006072600), Master Boy (Italian, rev A, set 3), Miss Packman Plus, Project Justice / Moero! Justice Gakuen (Rev B), Red Earth (Asia 961023, NO CD), Red Earth (Asia 961121, NO CD), Silent Scope 2 : Fatal Judgement (ver EAD), Trivia Master (set 5) and Turbo Force (US, set 2)
- New AGEMAME games: Big Apple (Leisure Games) (MPU1) (5p Stake, \xa31 Jackpot), Big Apple (Leisure Games) (MPU1) (5p Stake, \xa32 Jackpot), Golden Nudge It (Barcrest) (MPU1) (5p Stake, \xa31 Jackpot), Lite a Line (Dutch) (JPM) (SRU) (revision 52), Lucky Nudge (Leisure Games) (MPU1) (5p Stake, \xa31 Jackpot), Match It (Barcrest) (MPU1) (5p Stake, \xa31 Jackpot), Match Up (Barcrest) (MPU1) (10p Stake, \xa32 Jackpot) and Super Shuffle (Louth Coin) (SRU) (5p Stake, \xa31.50 Jackpot)
- Removed games: Nudges Unlimited (Barcrest) (MPU3) and Win-A-Gain (Bwb) (MPU3, set 2)
- New drivers: amstarz80.cpp, hitparade.cpp, kpython2.cpp and mpu1.cpp
- New devices: am186em, am188em, astro_cpucode, ds1207, iopcdvd, iopdma, iopintc, iopsio2, iopspu, ioptimer, mc141000, mc141200, pc8477b, ps2dmac, ps2mc, ps2pad, ps2sif, ps2timer, scc66470, scsi_cdrom_news, tms1000, tms1040, tms1070, tms1100, tms1170, tms1200, tms1300, tms1370, tms1700 and tms1730
- New Cheat.dat (Wayder): https://ss1.xrea.com/nekoziman.s601.xrea.com/cheat/
- New Clrmamepro: https://mamedev.emulab.it/clrmamepro/#downloads
- CPU
. Hitachi H8: MULXS & MULXU are slower without a MAC (h8\h8.lst)
. Intel 80186: Added Am186EM and Am188EM variant types
- SOUND
. Atari C012294 POKEY: Improved accuracy of POKEY emulation. The implementation changes come from the A7800 project (https://github.com/7800-devtools/a7800). Fixes bass voice missing in (MESS) Atari 800XL "Zybex" game music (ID 08219), broken POKEY Join Mode (GitHub #8911) and inaccurate distortion playback (ID 07378). Minor cleanup and got rid of an unnecessary member in channel structures (only used in inline member functions).
. MIDI: Send All Notes Off CC when unloading a MIDI file (imagedev\midiin.cpp)
- DEVICE
. CD-ROM: Pass phys flag to read_partial_sector in read_subcode (util\cdrom.cpp). Note: This fixes the data roundtrip problem mentioned in #10230. This does not address the TOC returning CD_ROM instead of CD_ROM_XA that is mentioned in the same issue.
. Floppy
. Initial FAT file system support for Floptool. Current Limitations: Read only. Only supports floppy disks. No FAT32 support. No Long Filenames Support.
. Fixed reversed error checking logic (tools\floptool.cpp). Fixed truncating when a write doesn't reach the end of stream (util\ioprocsvec.h)
. K051960 Sprite Generator: Implemented shadow configuration bits, fixes shadows in Devastators. Added descriptions for the other previously undocumented register bits, even if they shouldn't affect any game. Attempted to get Chequered Flag shadow/highlights working properly with no k051960 hack.
. K054000 Protection: Updated implementation to better match how the chip works, fixes 'Thunder Cross II' K054000 unit tests and ROM check (11C/12C and 14D return bad).
. Microchip PIC16C5x: Expose driven lines to I/O handlers in mask (pic16c5x\pic16c5x.cpp)
. NVRAM: Separate backup-enable parameter (which prevents both loading and saving) from nvram_can_save (emu\dinvram.cpp)
. OKI MSM6242 RTC: Fixed interrupt output pulse duration
. SKNS Sprite: Don't draw outside the cliprect. Fixed sign overflow (kaneko\sknsspr.cpp). Fixes Gals Panic S3 crashes soon after start (kaneko\sknsspr.cpp) (ID 08401).
. Z180 ASCI: Fixed logic errors (z180\z180asci.cpp)
- astrcorp.cpp
. Promoted astoneag, dinodino, hacher, magibomb, magibombe, winbingo and zoo to working
. Protection and layouts update. Emulated the "CPU Code" protection in newer games (astoneag, dinodino, hacher, magibombd, winbingo, winbingoa and zoo).
. Expanded ROM patches to work around imperfect data in the first 0x400 bytes (ROM overlay?), getting all games to boot.
. Implemented 16x32 sprites in astoneag. Created layouts and factory defaults EEPROMs for all sets. Fixed regression in showhand that caused the new opponent face to be invisible while entering the screen.
- cps1.cpp
. Gave reverse sprites its own bit as it's used often
. Fixed priorities and highscores for clone Knights of the Round (bootleg, World 911127)
- goldstar.cpp: Marked Tetris + Cherry master clones as clones
- magicard.cpp
. Promoted lucky7i, magicrd1, magicrd1c, magicrdeb and puzzleme to working
. Added required devices and default NVRAM contents
. Expose driven lines to I/O handlers in mask (pic16c5x\pic16c5x.cpp). Added DS1207 Time Key device (machine\ds1207.cpp). Fixed MSM6242 RTC interrupt output pulse duration (machine\msm6242.cpp). Added Philips SCC66470 Video and System controller device (machine\scc66470.cpp)
. Corrected Magic Card game names. Also changed short names to better reflect parent/clone relationships.
- mappy.cpp
. Renamed 'Freeze' dipswitch to 'Freeze / Rack Test (Cheat)' in Super Pac-Man. Note: When Freeze is on, press P1 button 1 to skip levels.
. Reformatted comments, aligned PORT_CONDITIONs and removed useless comments.
- mcr3.cpp: Added ADC0804 A/D Converter to Spy Hunter and Turbo Tag
- multfish.cpp: Added documented game dumps from file outside of SRC tree (attic\multfish.ref). Note: These sets are known to exist based on official documentation, but have not been dumped.
- photoply.cpp: Added notes about security dongles
- pktgaldx.cpp: Subclasses and other small cleanups
- playch10.cpp
. Merged source files. Added finders for joystick and gun inputs. Fixed some bad masks (sprite DMA write and PinBot). Made color PROM loading more concise. Various other minor cleanups. Minor bug fix and MMC1 cleanup.
. Replaced PRG and CHR dumps and removed MACHINE_IMPERFECT_GRAPHICS from Gauntlet (PlayChoice-10)
. Added MACHINE_IMPERFECT_GRAPHICS flag to Captain Sky Hawk (PlayChoice-10). Note: Severe graphics glitches on second level.
. Removed pc_1942 imperfect graphics flag. It looks as bad as it should.
- pokechmp.cpp: Switched to configured banking, enabled save state support and minor cleanups
- redclash.cpp: Improved sprite colors. Removed duplicate input ports. Bigger player bullets for Red Clash. Note: According to video reference(could only find 1), redclash player bullets should be 4*2px red on the 1st half of the screen and 8*2px yellow on the 2nd half, zerohour bullets are correct though(always 8*2px magenta). TODO: Colors are not right. In zerohour P1 score should be white, the top score green and "TOP" should be magenta. How is this determined? It's as if only the top part of the screen has this exception. Maybe via the unknown PROM? Sprite colors look ok. Some graphical problems in both games redclash supports more background layer effects: white+mixed with other colors, used in canyon parts and during the big ufo explosion.
- scobra.cpp: Make bullets 2x2 pixels instead of a single pixel for Rescue and Minefield
- senjyo.cpp: Removed dead code that doesn't work anymore (can use debugger memory view instead). Improved DAC sound.
- subsino2.cpp: Replaced I80188 CPU1 with AMD Am188EM in expcard, ptrain, saklove, treacity, xplan and xtrain
- turbo.cpp: Use an optional device finder to get discrete sound device. The function that would add this seems to have been lost.
- vsnes.cpp
. Various cleanups: Merged vsnes_m.cpp and vsnes.h into vsnes.cpp. Split into base class and three separate classes for UniSystem, DualSystem and SMB bootleg machines. Merged DualSystem's main/sub VROM banking functions. Added a separate speaker for each screen on VS. DualSystem - sound from the two APUs is not.
. A few minor changes: Added watchdog timer (currently only active on DualSystem games). Set perfect quantum for vsmahjng, just like all the other DualSystem games. Switched clone vssoccera from bnglngby's init, which installs a fake IRQ hack, to standard init. Switched clone suprmriobl to empty_init and gave it more consistent function naming.
. Removed nonexistent P3 and P4 controls from Vs. Star Luster. Corrected credits per game mode DIP switch for Vs. Tennis. Removed redundant inputs for clone Vs. Baseball (Japan, set BA A-3), which are identical to parent Vs. Baseball (US, set BA E-1). Corrected which Vs. Stroke & Match Golf clones use P3/P4 start button inputs. Added missing DIP setting 'Credits for 2 Players' to Vs. Clu Clu Land. Removed fake remapping of buttons for clone Vs. Pinball (Japan, set PN3 B). Added 'Lives' and 'Bonus Life' DIP settings for Vs. Super Xevious. Updated note about Sun prototypes.
. More cleanups of INPUT_PORTS. Use macros for the common repeated definitions of joystick, coins, etc. Player buttons are "B" and "A", like the real panels. Start buttons have number and color, etc. Removed as many modifications from the base VS. machine IO ports as possible for bnglngby, iceclimb, jajamaru, nvs_machridera, supxevs and tkoboxng. Adjusted coin PORT_IMPULSE closer to hardware, so that all games now work with it. Updated notes on why Coin 2 inputs don't work in some games.
. Added some DIP settings for clone Vs. Mach Rider (Fighting Course Version, set MR4-1 A)
- williams.cpp and wmg.cpp: Clean up driver inits and setting blitter type in machine configs instead
- AGEMAME
. Added Barcrest MPU1 fruit machine driver. Note: Barcrest's first fruit machine platform to use a conventional CPU, possibly the first of it's kind. Has electromechanical reels instead of the usual stepper reels. The hardware features a MC6800 CPU clocked at around 1 MHz, 128 bytes of RAM and two PIAs for I/O. The PIAs can interface with up to 13 lamps, 4 reels, 8 triacs and 12 inputs (4 of these being special coin inputs). A 1-bit DAC is used for audio. Games are stored on cartridges that can hold up to 4K of data. Most cartridges use a common 2K mask ROM, with the remaining 2K available for the game program.
. jpmsru.cpp: Cleaned up the driver. Added a postload callback to fix clone j_ewnc not updating reels after loading a save state. Changed order of display digit outputs to reflect actual order in the memory map. Cleaned up layouts.
. Use mpu4_characteriser_pal for MPU3. Better MPU3 reel hookup.
- Chequered Flag: Attempted to get Chequered Flag shadow/highlights working properly with no k051960 hack (konami\k051960.cpp).
- Crazy Climber: Partially redumped clone Crazy Climber (ManilaMatic bootleg)
- Devastators: Implemented shadow configuration bits (konami\k051960.cpp), fixes shadows in Devastators.
- Falcons Wild: Identified encryption device (Sega 315-5018) for clone 'Falcons Wild - World Wide Poker (Falcon original)', seems to run now but needs more work.
- Gals Panic S3: Fixed sign overflow (kaneko\sknsspr.cpp). Fixes Gals Panic S3 crashes soon after start (ID 08401).
- Hard Times: Dumped PIC16C57 sound program. Fixed missing sound.
- M-79 Ambush: Invert PROM data using region flags
- Moonwar: Removed deprecated PORT_RESET
- Pang: Redumped sprites roms for clone Pomping World (Japan). Also updated labels as per PCB pics.
- Percussion Freaks: Dumped and added audio CD for clone DrumMania (GQ881 VER. JAD ALT CD)
- Psychic 5: Correct underdumped audio rom in clone Psychic 5 (Japan)
- Puzzlet: Fixed regression
- Raiden: Documented more of the configuration bytes. Converted comments to C++-style.
- Renegade: Correct sprite RAM size. Combined source files and cleaned up a little. More sprite RAM to fix flickering regression.
- Speed Racer: Redumped game
- Super Card: Added some notes about the encryption
- Super Pinball Action: Added preliminary inputs and sound for clone (prototype). Added emulation of 2nd screen for clone (prototype) - Promoted game to working. Reorder the mcfg.
- T.V. 21 III: Correct 700120.46 prom
- Tengai: Dumped security MCU for Tengai (not hooked up yet). Added on both sets by now, although it was dumped from a World PCB.
- Thunder Cross II: Updated K054000 Protection implementation to better match how the chip works, fixes K054000 unit tests and ROM check (11C/12C and 14D return bad).
- Wonder Momo: Changed joysticks to 8-way (ID 08404)
- Fixed rom names in astrcorp.cpp, leland.cpp, magicard.cpp, mitchell.cpp and williams.cpp
- Dipswitch fixes in magicard.cpp, mappy.cpp, pass.cpp and vsnes.cpp
- Description changes of B.Rap Boys Special (World, newer), Dino Dino (Ver. A1.1, 01/13/2005), FixEight - Jigoku no Eiyuu Densetsu (Japan), FixEight - Jigoku no Eiyuu Densetsu (Japan, Taito license), Hacher (hack of Win Win Bingo EN.01.6), Ironman Ivan Stewart's Super Off-Road Track-Pak (rev 4?), Lucky 7 (Impera) V04/91a, Magic Bomb (Ver. A3.1), Magic Bomb (Ver. AA.72.D, 14/11/05), Magic Bomb (Ver. AB4.2, 11/10/01), Magic Bomb (Ver. AB4.5A, 07/10/02S), Magic Bomb (Ver. BR4.4, 04/19/02S), Magic Bomb (Ver. NB4.5, 06/14/02S), Magic Card (v1.10 14.09.94), Magic Card (v1.2 200/93, set 1), Magic Card (v1.2 200/93, set 2), Magic Card (v1.5 17.12.93, set 1), Magic Card (v1.5 17.12.93, set 2), Magic Card (v2.01), Magic Card Export 94 (v2.09a), Magic Card Export 94 (V2.11a, set 3), Magic Card III Jackpot (V4.01 6/98), Magic Card III Jackpot (V4.01 7/98), Master Boy (Italian, rev A, set 1), Master Boy (Italian, rev A, set 2), Master Boy (Spanish, rev A), Master Boy (Spanish, rev A, hack?), (several) MP3 games, Scud Race / Sega Super GT - Twin/DX (Export), Scud Race / Sega Super GT - Deluxe (Revision A), Scud Race Plus / Sega Super GT Plus - Twin/DX, Scud Race Plus / Sega Super GT Plus - Twin/DX (Revision A), Scud Race - Twin/DX (Australia), Skill Drop Georgia (Ver. G1.0S, Sep 13 2002), Speed Drop (Ver. 1.06, Sep 3 2003), Stone Age (Astro, Ver. EN.03.A, 2005/02/21), Super Pinball Action (US, prototype, dual screen), Super Shuffle (Louth Coin) (SRU) (10p Stake, \xa33 Jackpot), Turbo Force (US, set 1), Wangpai Duijue (China), Win Win Bingo (Ver. GM.03.3, Feb 23 2006), Win Win Bingo (Ver. GM.05.1, May 11 2006) and Zoo (Ver. ZO.02.D, Aug 27 2004)
- Renamed (cmtetrsa) to (cmtetrisa), (cmtetrsb) to (cmtetrisb), (cmtetrsc) to (cmtetrisc), (cmtetrsd) to (cmtetrisd), (danceyes) to (danceyesu), (j_ewsbl) to (j_supsh), (magicarda) to (magicrd1a), (magicardb) to (magicrd1b), (magicarde) to (magicrde), (magicardea) to (magicrdea), (magicardeb) to (magicrdec), (magicardec) to (magicrdj), (magicardf) to (magicrdeb), (magicardj) to (magicrdja), (magicardw) to (magicrd1c), (pjustic) to (pjustica), (unkpkr_w) to (magicrd1d), (unkte06) to (magicrd1) and (zulu) to (zoo)
- MAME
. VIDEO RENDERING SYSTEM
. Removed some custom GFX decodes in favor of the ones provided in emu\video\generic.cpp (bbusters.cpp, cardline.cpp, clpoker.cpp, crshrace.cpp, docastle.cpp, dooyong.cpp, esd16.cpp, fresh.cpp, fromanc2.cpp, fuukifg2.cpp, gcpinbal.cpp, ginganin.cpp, goldstar.cpp, gundealr.cpp, jungleyo.cpp, leland_v.cpp, mechatt.cpp, nova2001.cpp, ms1_tmap.cpp, plygonet.cpp, prehisle.cpp, quizpun2.cpp, sfbonus.cpp and skyfox.cpp)
. Give cloneof ext artwork priority over internal artwork (emu\render.cpp)
. MEMORY SYSTEM
. Added accessors lookup_{read,write]_*_flags to lookup flags without actually doing the access (emu\emumem*.*)
. Removed the flags interface from address_space (still available through specific and cache), may make ld less cranky (emu\emumem.h and emumem_aspace.cpp).
. DEVICE
. Don't load any NVRAM other than the default for devices whose configurations inhibit NVRAM saving (emu\machine.cpp)
. Bus: Get rid of some dubious tag manipulation. The implementation details of how the cartridges allocate storage for memory really shouldn't be part of the interface. Having tags in the headers encourages people to depend on these implementation details. This gets rid of it in most of the headers. A few particularly leaky abstractions (bbc/rom, electron/cart, gba, generic, jakks_gamekey, m5) depend on this, so it can't be removed in those cases without further refactoring to encapsulate the slot devices better. This doesn't change behaviour, it just mechanically removes stuff from the headers and uses device_t::subtag rather than string manipulation on tags. Most of the cartridge devices shouldn't have rom_alloc member functions at all - the region created by the software list loader can be used directly when loading from the software list, and the slot can allocate a region with the same tag when loading loose software. This avoids creating an extra region and copying the data when loading from the software list. See vboy for an example that doesn't allocate a superfluous region.
. UI
. Swallow save state slot key/button (ui\state.cpp)
. Base "no sound" check on speaker devices. Currently the speaker device is the only way sound can get to the OSD layer, so its presence or absence determines whether the emulated system is capabale of producing sound. A few systems use chips with sound capability for other purposes (typically I/O or video) while leaving the sound outputs disconnected. These systems should display the notice about the absence of sound output (emu\validity.cpp and ui\info.cpp).
. CHDMAN: Fixed TOC session type detection for extractcd (tools\chdman.cpp)
. Timer system: Make operator+ and operator- constexpr (emu\attotime.h)
. Driver device API cleanups: Remove the confusing driver_init virtual override. The function has been de-virtualized in most drivers that were calling it explicitly, and replaced by alternate overrides in others. Remove MCFG_VIDEO_RESET_OVERRIDE (not used anymore). Provide MCFG_MACHINE_START_REMOVE and MCFG_VIDEO_START_REMOVE for consistency.
. LUA scripting enhancements: Added minimal support for manipulating bitmaps and drawing them in render containers. Y'CbCr 4:2:2, RGB and ARGB are supported. Argument order doesn't always match the underlying classes to make the Lua interface more consistent with render bounds and render containers. Added bindings for device_palette_interface. Fixed some errors in the documentation as well as documenting new functionality (mame\luaengine.cpp and luaengine_render.cpp).
. Tweaked MAME icon
. Consolidated drivers in single files. Minor cleanups (ashnojoe.cpp, aztarac.cpp, baraduke.cpp, battlane.cpp, bigevglf.cpp, bigstrkb.cpp, blockout.cpp, bogeyman.cpp, bombjack.cpp, chaknpop.cpp, darkseal.cpp, deniam.cpp, dogfgt.cpp, gumbo.cpp, gundealr.cpp, holeland.cpp, kopunch.cpp, lvcards.cpp, matmania.cpp, mosaic.cpp, mouser.cpp, mystston.cpp, namcond1.cpp, namcofl.cpp, news.cpp, pbaction.cpp, pktgaldx.cpp, pokechmp.cpp, renegade.cpp, sauro.cpp, shadfrce.cpp, sidepckt.cpp, solomon.cpp, spacefb.cpp, spbactn.cpp, spcforce.cpp, speedbal.cpp, ssozumo.cpp, stactics.cpp, suprloco.cpp, suprridr.cpp, tagteam.cpp, tankbatt.cpp, tecmo16.cpp, vaportra.cpp and wwfsstar.cpp)
- SDLMAME: Include device serial number in ID when available for SDL joysticks (input\input_sdl.cpp)
- VGM player: Added 60 new entries (hash\vgmplay.xml)
- Compiling
. Removed unused variables that may give compiler warning. Fixed some unused local variable compiler errors (formats\fs_oric_jasmin.cpp and tools\floptool.cpp). Cleaned up some ROM macro indentation and spacing.
. Added support for building on OpenBSD/arm64
. Use util::streqlower in more places (emu\diimage.cpp, dislot.cpp, softlist_dev.cpp and ui\utils.cpp). Use std::collate for filename sorting (ui\inifile.cpp and ui\miscmenu.cpp).
. Fixed SUBTARGET=tiny build (required Sega encrypted CPUs to be added) (mame\tiny.lua)
- Debugger
. Changed debugger command handler parameter vector element type from std::string to std::string_view
. Changed gdbstub to no longer expect a CPU named ':maincpu'. The logic was changed to find the first CPU, without any particular expectation about naming. This should address the trouble getting -debugger gdbstub to work with Sega SG1000/SC3000 as it always segfaulted. Some cleanup (debug\debugcmd.cpp and debugger\debuggdbstub.cpp).
. Removed some residual debugging stuff (sega\saturn.h)
. Code cleanup. Use ioprocs methods and do a single read for normal input files (i.e. without an additional memcpy). Compute pc_mask without using loop. Correct likely mistake in calculation of rounded_size. Split main function in two (tools\unidasm.cpp).
. Fixed failure to find CPU. Implemented thread alive command (debugger\debuggdbstub.cpp).




"Theory is when you know everthing but nothing works. Practice is when everything works but no one knows why.
In our lab, theory and practice are combined: Nothing works and no one knows why."









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* MAMEinfo 0.247 :) MASH 08/31/22 09:26 AM

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