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MASH
MASH
Reged: 09/26/03
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MAMEinfo 0.145
02/05/12 10:44 PM


MAMEINFO.DAT 0.145


* Updated to MAME 0.145

* Added 0.145 Source/Listinfo changes

* Newest Bugs (5th Feb)

* Added "Mr. Do's MAME Artwork Update" infos from 29th January 2011

* Added more or fixed infos from MAME 0.80u1 - 0.82

* Fixed Mameinfo.dat infos



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



MAME Testers at:

http://mametesters.org/view_all_set.php?sort=last_updated&dir=DESC&type=2



0.145

- New games: Boong-Ga Boong-Ga (Spank'em!)
- New Working games: Street Games II
- New Non-Working games: Bounty Hunter (GCTech Co., LTD), Chess Challenge 2, Dungeon Explorer (Tourvision PCE bootleg), EZ Touch (v116 China), Gone Fishing 2, Print Club Goukakenran (J 991104 V1.000), Print Club Kome Kome Club (J 970203 V1.000), Print Club Olive (J 980717 V1.000) and Unknown BMC Poker Game
- New clones: Hyperspace (bootleg of Asteroids), Print Club 2 '98 Autumn Ver (J 980827 V1.000), Print Club 2 '98 Spring Ver (J 971017 V1.100), Print Club 2 Felix The Cat (Rev. A) (J 970415 V1.100), Tekken Tag Tournament (Asia, TEG2/VER.C1, set 1), Ultimate Arctic Thunder, Warriors of Fate ('sgyxz' bootleg) and X-Men (4 Players ver ADA)
- New drivers: bmcpokr.c, bntyhunt.c and shtzone.c
- I386 CPU: Fix for protection mode faults, makes 586 based things to work again.
- UNSP CPU: Fixed disassembly of far jump instructions
- ES5503 sound: Cleared all ES5503 oscillator params on reset. This fixed Moonquake exception in debug build (ID 04636). Note: I couldn't reproduce the crash reported under any build on any OS, but Valgrind indicated out-of-bounds reads without this change and none with it.
- Samples sound
. Remove hardcoded ".wav" sample extensions from within drivers
. Update samples.c to check for both .flac and .wav extensions when loading a sample
. Made sample loading failure a bit more verbose (various zips contained 0 byte samples, I assume to keep clrmame happy or something)
. Fixed memory allocation with 8-bit flac samples
. WAV is not (yet) deprecated, rm warning that made it sound like it is
. Fixed -verifysamples.
- Centronics interface: Did centronics implementation in C++. Implemented centronics as slot device and file printer as default output.
- CHD: Fixed error where FLAC was encoding 4 times too much data (samples vs. bytes)
- MSM6242 RTC: Added work-around for MT bug (Various Sets: "Timer Error" shows before start of game each time, showing odd time during setting) (ID 04656).
- PLA: Added PLS100 (82S100) PLA emulation which utilizes a binary JED fusemap
- SCSP: Fixed master detection (coolridr, model2.c, model3.c, stv.c)
- Slots: Proper fix for issues with slots, removed old fix too.
- VGA
. Implemented preliminary support for Trident SVGA cards, fixes graphics in California Chase loading screen.
. Added blinking to text modes, fixed a color attribute register bug.
. Fixed double scan in text mode
. Fixed a bunch of errors as seen in vgatest.exe
. Fixed reading in read mode 1, might fix Street Games.
. Added ID
. Fixed a VGA crash
- actfancr.c: Fixed background tilemap size, corrects level boss bg in Act-Fancer. This partially fixed the misplaced/missing graphics (ID 04585).
- aleck64.c
. Start of mass variable renaming / documentation in the RDP core
. RSP Opt: Shunt around the core memory system for RSP instruction / data fetches
. DMA Opt: Shunt around the core memory system for SP and PI DMA transfers
. RDP Opt: Replace 2D switch statement with function table for texel fetching. Replace 3x array lookup for 16-to-32 pixel expansion with 64K LUT. Remove setters / getters in favor of direct member access. Mario 64 saw a speedup from 34.96% to 51.80% in -str 60 -mt on my 3.2Ghz i7 and Tetrisphere from 30.75% to 43.05%; global speedup of 1.4x to 1.5x is expected.
. Fixed memory stomp in latest N64 video (video/n64.c and rdpspn16.h) and DK64 crash (video/rdpspn16.c)
- btime.c: Fixed cocktail offset in driver. This fixed misplaced graphics for player 2 in cocktail mode in all sets (ID 04648).
- crospang.c, esd16.c, nmg5.c, tumbleb.c: Converted driver to use generic DECO sprite implementation. Several features are included to support the various clone / bootleg chips derived from this device, it appears to have been a popular base for Korean developers (much as the Tumble Pop code was).
- deco32.c
. Slight fix to the way rasters were handled in Captain America
. Corrected loading for Dragon Gun video data, identified as standard DVI data (unsurprising, game has a DVI logo).
- dkong.c: Sprites wraparound (eg. Donkey Kong 3 when clearing stage 1)
- firebeat.c, twinkle.c: Converted RTC65271 to a modern devices
- maygay1b.c: Removed TAB character in game descriptions (m1coro11n, m1coro11np, m1coro12n, m1coro12np, m1coro21n, m1coro21np, m1coro22n, m1coro31p, m1coro32n, m1coro32np).
- model1.c
. Added skeleton device for Z80 version of the MPEG sound board. No playback, just running the Z80
. Fixed ymz770 rom loading in Star Wars Arcade
- neodrvr.c: Fixed AES (MESS) regression, region names are with leading ':'
- scregg.c: Timing improvements from BurgerTime driver. Fixed VSync and visible area in Dommy
- segaorun.c: Minor doc update
- stv.c
. Fixed master SCSP detection. This fixed all sets in the driver do not start or play correctly (ID 04654).
. Fixed regression in stv_vdp2_draw_line and stv video regression.
- tourvis.c: Improved inputs
- Support for Shooting Zone System BIOS
- Laser Disc
. First pass of cleaning up LDPLAYER to allow for building
. Fixed Cliff Hanger TMS9928a depends on the screen parameters matching output exactly, but for LD games it doesn't since they are externally clocked (ID 04455) (ID 04607).
- Atari games: Converted ATARIVGEAROM to a modern devices (asteroid.c, bwidow.c, bzone.c, centiped.c, galaga.c, runaway.c, tempest.c)
- Agress: Agress has half the work RAM of Block Out and tests that it mirrors. This fixed the black screen (ID 04628).
- Animal Basket: Fixed rom region name in Animal Basket. This fixed crash before OK (ID 04622).
- Boogie Wings: Converted game to generic sprite device plus added manual mixing. NOTE: Mix the 2 sprite planes with the already rendered tilemaps. If we implement tilemap blending etc. too we'll probably have to mix those in here as well. This is just a reimplementation of the old priority system used before conversion but to work with the bitmaps. It could probably be simplified / improved greatly, along with the long-standing bugs fixed, with manual mixing you have full control. Apparently priority is based on a PROM, that should be used if possible.
- Cabal: Fixed 'Bonus Lives' dipswitch (ID 04647)
- California Chase
. Hooked up inputs, game is now playable (still needs the user to launch boot.exe first)
. Implemented preliminary support for Trident SVGA cards, fixes graphics in game loading screen.
. Fix for protection mode faults, makes 586 based things to work again. This fixed assert while doing initial memory test (ID 04661).
. Changed game RAM from 32 to 64M
. Added sound and idle skip and improved inputs
- Double Dragon II: Fixed dipswitches (ID 04626)
- Oriental Legend Special Plus: Fixed assert in debug build (ID 04632)
- Photo Play 2000: Dumped missing HDD
- Street Games II: Latest VGA changes made this to fully work apparently
- Super Bubble Pop: Added a quick patch
- Super Chase: Added widescreen layout
- Terra Force: Fixed graphics corruption on both sides in debug mode of clones Terra Force (bootleg) and (Japan bootleg with additional Z80) (ID 04635)
- Toukidenshou - Angel Eyes: Added note about garbage sprites on PCB in clone (VER. 960427) (ID 02699)
- Truco-Tron
. Reverse engineering
. Identified and added EF6821P PIA for I/O
. Identified and added the CRTC as HD/UM6845
. Identified a Maxim MAX691 and hooked watchdog/reset functions based on the PIA line where is tied
. Hooked others minor related things
. Identified a Darlington Array ULN2003
. Added correct clocks for main crystal, CPU and CRTC through #define.
. Improved inputs/jumpers with PCB traces
. Added technical notes
- Dipswitch fixes in cabal, calchase, ddragon2, tourvis.c and truco
- Fixed rom names in abaseb2, namcos12.c and stv.c
- Description changes of Asterock (bootleg of Asteroids), Photo Play 2000 (v2.01) and Tekken Tag Tournament (Asia, TEG2/VER.C1, set 2)
- Renamed (tektagtac) to (tektagtac1)
- MAME
. Fixed tilemap viewer. Tilemaps now use the bitmap's raw palette instead of machine->pens to lookup RGB32 values if the palette is present (it is on all screen bitmaps). Today these are identical, but it's part of a long-term effort to move away from a global palette and allowing each bitmap or screen to have their own if that is preferred. (ID 04644)
. Fixed game info screen
. Fixed -verifysamples
. Removed set_current, in case someone decides to use them again (emu/device.h)
. Removed LEGACY_MEMORY_DEVICE and LEGACY_NVRAM_DEVICE support in core, since nothing is using it anymore.
. Fixed regression on softload item load using menus. Do the softlist validation only on validate command.
. Fixed crash when loading from softlist with -cart/-flop/-cass switch
. Workaround for softlist images ending up with the wrong basename. this fixes problems with nvram and snap handling in softlist.
. Guess at a fix for clickable artwork
- Compiling: Fixed GCC 4.6+ compile
- Debugger
. Show save state items in debugger memory windows (ID 03444)
. Fixed device search in the debugger to work like a normal device search







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