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MASH
Reged: 09/26/03
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r47568
04/22/16 03:47 AM


MAMEINFO.DAT

* Updated to MAME 0.172 (r47568) - http://git.redump.net/mame/log/

* Added Source/Listinfo changes

* Newest Bugs (21st Apr)

* Added 'Recommended Games'

* Fixed Mameinfo.dat infos



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

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



0.173GIT

- New games: Dragon's Heaven (development board), New 2001 (Italy, Ver. 2.00N), Pokonyan (Japan 940322) and Tiny Toon Adventures (prototype) (PlayChoice-10)
- New Working games: Wonder Boy (US bootleg)
- New Non-Working games: Jungle (VI3.02), Luna Park (ver. 1.2) and Sonik Fighter (encrypted)
- New AGEMAME games: 100 Lions, 5 Dragons, 5 Dragons (Demo?), 5 Koi Power Pay, 50 Lions Roaring Riches, Adonis (USA), Adonis Hyperlink, African Dusk Mr Cashman, After Hours, Alchemy, All The Kings Gold, Amazon Queen, Amazon Temple, Apollo Coffee, Arabian Nights, Arabian Nights (MK6), Arctic Wins, Arishinko, Asian Princess, Bad Bog Draw Poker, Beaver Bucks, Big Ben Jackpot, Big Hearted, Big Red, Big Red Jackpot, Black Brumby, Black Mustang, Black Panther (Aristocrat), Blue Tiger (20259511), Bob And Dolly, Boot Scootin, Brazil, Bucaneer, Buffalo, Buffalo (set 2), Bumble Bugs, Bumble Bugs (USA), Bush Ranger, Butterfly Delight, Cactus Corral, Call Of The Wild, Calypso King, Canary Riches 2, Cash Cat (NZ), Cash Chameleon, Cash Crop, Cashman Tonight, Chance in Hell, Chariot Challenge (0100787V), Checkmate (01J00681), Chicken Run, Choy Sun Doa, Choy Sun Doa Cash Express, Choy Sun Returns, Coral Riches 2, Corrida De Toros, Crystal Springs, Crystal Springs (USA), Cuckoo, Dave Dragons, Deep Freeze, Deep Freeze (MK6, USA), Delta Belle, Delta Queen, Desert Bloom, Diamond Dove, Diamond eyes, Diamonds Forever, Diamong Eyes 2, Dinosaur, Dolphin Treasure (alt), Double agent, Double Dolphin, Dragon Lord, Dragon Magic, Draw Poker, Dream Of The Red Chamber, Dynamite Jack, Eagle Rock, Eagle Strike (set 1), Eagle Strike (set 2), Easter Island, Eggstreme Riches, El Dorado, Enchanted Forest Cash Express, Enchanted Spell, Enchantress 6 Reel, Eye Of The Tiger, Fire Dancer, Flame Of Olympus, Flames Of Olympus 2, Flames Of Olympus USA (set 1), Flames Of Olympus USA (set 2), Follow The Stars, Fortune of Athena, Fortune Teller, Foxworthy Redneck, Frog Wild, Gambling Jack, Game With No Name, Geisha, Genie Magic, Gnome Around The World, Go Ape, Go For Green, Golden Archer Jackpot, Golden gong, Golden Gong2, Golden Inca, Golden Incas, Golden Pyramid Hyper Max, Golden Pyramids Maximillions, Golden Ra, Golden Samurai, Grizzly, Heart Of Gold, Heart Of Vegas, Heart Throb, Helen Of Troy, High Noon, Hollywood Dreams, House Of Hearts, Hyperlink Sun and Moon, Inca Chief, Inca Sun, Inca Sun (NZ), Indian Dreaming, Indian Dreaming Cash Express, Indian Dreaming Lady Luck, Indian Dreaming Second Chance, Indian Dreaming Super Reel Power, Indian Gold Mr Cashman, Indian Princess, Jailbreak, Jeff Foxworty, Jewel Unchantress, King Galah (0200536V), King Neptune, King Of The Nile, King of the Nile (set 2), Koala Mint, Kohinoor, Kooka Bucks, Let Em Roll, Lets Go Fishin, Line King, Loco Loot, Loco Loot (NZ), Lone Wolf, Lord Leopard, Louies Gold Mr Cashman, Love Struck, Lucky 88, Luigis Ball, Magic Forrest, Magic Mermaid, Magic Touch, Meteor Storm, Milkin It, Miss Kitty, Money Mouse, Money Tree, Money Tree (NZ), Moonlight Waltz, More Chilli, Mountain Money, Mr Woo, Mystic Arrow, Mystic Eyes Mr Cashman, Mystic Eyes(Cashman), Mystic Garden, Mystic Mermaid, Nerds Gone Wild, Open Sesame, Orchid Mist, Oriental Beauty, Oscar, Outback Jack (set 2), Outback Jack Jackpot, Owl Capone, Panda Pays, Panther Magic, Paris Lights, Paris Lights (USA), Peacock Flutter, Peacock Magic, Pelican Pete, Pelican pete, Pelican Pete 2, Penguin Pays, Penguin Pays (20 Line), Penguin Pays (alt), Penny Arcade, Penquin Pays, Pet Shop, Pharohs Fortune, Phoenix Fantasy, Pirates, Players Choice By Demand, Players Choice Favourites (set 1), Players Choice Favourites (set 2), Players Choice Most Wanted, Players Choice New Zealand, Players World Super, Pompei, Pompeii2, Pride Of Africa, Prize Fight, Prophecy, Queen Of Sheeba, Queen Of The Nile, Queen Of The Nile (0100439V), Queen Of The Nile (0300440V), Queen Of The Nile Clown Jackpot, Queen of the Nile Special Edition, Queens of Cash, Rainbow Warrior Hyperlink (0101332V), Rapid Riches, Red Baron (Aristocrat), Return of The Samura 20line, Return of The Samura 5line, Return Of The Samurai (0400549V), Road Trip, Roll Up Roll Up, Ruby Magic, Rumble Reels, Scatter Magic 2, Seal The Deal, Shamans Magic, Sharmans Magic, Shore Thing, Show Me The Money, Silk Road, Silver And Gold, Sky Dancer, Spring Carnival, Star Drifter, Star Drifter (USA), Star Drifter 2, Star Quest, Status Symbols, Sumo Spins, Sun And Moon 2, Sun Queen Dollar Storm, Super Bucks 5, Superbucks 2, Superbucks 3, Sweet Hearts 2 Lucky Devil, Sweethearts 2, Tahiti Magic, Thai Princess, The Buck Stops Here, The Golden Fleece, The Good Bad Money, Thunderheart, Tigress, Tiki Talk, Tiki Torch, Timberwolf, Top Banana, Topshot, Torch Of The Gods, Touch Of Paradice, Treasure King, Treasure Trove, Triple Treat, Trojan Horse, Turtle Treasure, Unicorn Dreaming, Venetian Nights, Venice, Werewolf Wild, Whales Of Cash (set 1), Whales Of Cash (set 2), Where Is The Gold, Where Is The Gold (Demo), White Water, Wicked Winnings 2, Wild Africa, Wild Amazon (1 Line), Wild Amazon (3 Lines), Wild Bill, Wild Cats, Wild Cougar, Wild Goose, Wild Gorilla, Wild Panda 2, Wild Panthers, Wild Stalion 2, Wild Tepee, Wild Thing, Wild Waratah, Wild Ways, Wings Of Olympus, Wizard Ways Lady Luck, Zorro and Zorro Jackpot
- New clones: 1945k III (older, OPCX1 PCB), Android (prototype, later build), Atomic Robo-kid (Japan), Beast Busters (Japan, Version 2), Bestri (Korea, set 2), Crystals Colours (Ver 1.02), DoDonPachi Dai-Ou-Jou (2002.10.07 Black Ver., bootleg Knights of Valour Super Heroes conversion), Dragon Saber (World, DO2), Espgaluda (2003/10/15 Master Ver, bootleg cartridge conversion), Kamikaze (Potomac Games), Ketsui: Kizuna Jigoku Tachi (2003/01/01. Master Ver., bootleg cartridge conversion), Majestic Twelve - The Space Invaders Part IV (US), Major Title 2 (World, set 2), Mystic Warriors (ver AAB), Operation Wolf (Japan, prototype), Raiden DX (Japan, set 2), Touch & Go (Korea, unprotected), Vs. Excitebike (set EB4-3 E) and Wonder Boy (system 2, set 2, 315-5176)
- New drivers: jungleyo.cpp
- New devices: m3comm, neogeo_control_port, neogeo_ctrl_edge, neogeo_dial, neogeo_irrmaze, neogeo_joyac, neogeo_kiz4p, neogeo_mjctrl, ohci_gc, ohci_hlean2131qc, ohciusb, z80_sega and z80_sega2
- Dynamic Re-Compiling
. SSE prefix comes before REX on MOVQ and fixed REX order with all SSE prefixes (cpu\x86emit.h)
. Added FCOPYI and ICOPYF instructions to pass raw data between integer and floating-point registers
. Map F0-F3 to SSE registers and optimized FMOV (cpu\drcbex64.cpp)
- MIPS CPUs
. Fixed behavior for 32/64 bit mode floating point register aliasing
. Branch and Link instructions unconditionally set return address register
. Fixed DMULT and DMULTU in interpreter (mips\mips3.cpp)
. Port Happy's branch-and-link fix from mips3 interpreter to DRC and PPC aliasing fix to the MIPS3 DRC (mips\mips3drc.cpp)
. Fixed interpreter bug where BADCOP exceptions would execute the faulting opcode twice
- PowerPC 4xx/6xx CPUs
. Use the new instructions for FPU loads and stores (cpu\powerpc\ppcdrc.cpp)
. Map some FPU registers to physical registers. Optimized powerpc\ppcdrc.cpp.
- TMS9900 CPU: Log output changed
- TMS9995 CPU
. Logging changed. Fixed HOLD handling and added synchronous RESET. Changed method names for some input lines.
. Clean up MAME drivers which needed adjustment to match changes to the TMS9995 (drivers\jpmmps.cpp, jpms80.cpp, looping.cpp, nsm.cpp, nsmpoker.cpp and pachifev.cpp)
- Z80/Z180 CPUs
. Make the Z80/Z180 daisy chain an interface that interfaces with the existing interface. Z8000 has been hooked up to this as well (p8000_16 already configures it), but currently does nothing with it.
. Prevent tmpz84c015_device::irq_priority_w from crashing or corrupting the daisy chain. Eliminate the need for TMPZ84C015_DAISY_INTERNAL by not overwriting elements in the daisy list (z80\tmpz84c015.h; drivers\pve500.cpp). Removed leftover MCFG_SEGAZ80_SET_DECRYPTED_TAG from macros in system1.cpp, which lets all drivers validate without crashing.
- Sound Interface: Added generic latch to replace soundlatch in driver_device and additional members for compatibility (machine\gen_latch.cpp/h)
- TMS5220 sound
. TMS5220/5110 merge Part 1
. Added a 'combined rs/ws write' function for systems which require both pins to change at exactly the same time and not to reset the chip
. Replaced fprintf by logerror; fixed some small issues.
- YMZ770 / MPEG sound: Separated MPEG audio as device, made building separate Model3 possible.
- AM9517A DMA: Added clone (PC Transporter DMAC/PCXPORT_DMAC) with the non-standard mask behavior of the PC Transporter ASIC (machine\am9517a.cpp)
- CD ROM: Declared (std::nothrow) some allocations (util\cdrom.cpp)
- CHDMAN
. Fixed chdman extractcd track names (was foo.cue.bin instead of foo.bin)
. Allow image devices to be configured with a fixed (not user selectable) piece of software and updated a few options and menu to acknowledge such possibility (emu\diimage.cpp).
. Initialized m_hunknum inside the constructor (util\chd.h)
- Discrete Netlist
. Visual Studio 2015 netlist fix (src\netlist.lua and solver\nld_ms_w.h)
. Added m62(kidniki) to nl.lua. Started some experiments around parallel solving of linear equations. This code is not active. Fixed Kid Niki audio performance.
. Minor changes, mostly signed comparisons and adding includes for dependency documentation.
. Solver model simplification. Use C++11 features to use more templates. Use templates in nl_math. Simplify solver infrastructure.
. Replaced macros with templates (netlist\nl_base.h and plib\pstate.h). Get rid of some init_object calls. netlist_t no longer descends from netlist::object_t.
. Fixed type mismatch in netlist\solver\nld_solver.cpp. This fixed OpenMP-enabled builds fail to compile (ID 06170).
. Moved solver members to proper place. Minor code changes. Recover from creating solvers by copy paste.
. Significant speed improvement: Added a new solver using compressed row format. Fixed sorting. As a result, netlist performance on Kid Niki nearly doubled. The performance increase is mainly due to the fact that sorting decreases the number of operations for gaussian elimination of the Kid Niki matrix from ~7800 to 707. In addition, compressed row format improves L1 usage. Converted Kid Niki netlist into an external one.
- SCSI: Skip disc change detection (machine\cr589.h; drivers\ksys573.cpp). This fixed all KSYS573 sets no longer work when attempting to test the CD hardware (ID 06176).
- Sega Custom: Sega encryption emulation (segacrpt and segacrp2) is now a device, kill off a whole bunch of duplicated decryption code across several drivers (angelkds.cpp, appoooh.cpp, calorie.cpp, cclimber.cpp, jongkyo.cpp, pbaction.cpp, pengo.cpp, segae.cpp, segag80r.cpp, segas16a.cpp, senjyo.cpp, sg1000a.cpp, suprloco.cpp, system1.cpp, system1.cpp, turbo.cpp and zaxxon.cpp)
- Serial device interface: Added extra bit as delay between bytes to make 1 stop bit work (emu\diserial.cpp)
- TMS9928A video
. Added GROMCLK pin. Optionally provides clock for GROMs.
. Added general read/write methods to TMS9928a, allowing address lines to select functions.
- aleck64.cpp: Adjusted SI timing again
- bbusters.cpp: Fixed some missing gfx in Beast Busters / Mechanized Attack.
- chihiro.cpp: Added first xbox USB controller emulation. Possible to have more than 1 USB device plugged at the same time. Added interrupt transfers.
- cv1k.cpp: Some work towards save state support. Should work but it would be better not to save the bitmap, so for the time being it is disabled by default.
- forte2.cpp and pengadvb.cpp: Get rid of irq trampoline
- gaelco2.cpp
. Improved video for clone Touch & Go (Korea, unprotected). This is the first working set for this game, all other sets are protected.
. Updated stream on read in Gaelco sound driver, Touch & Go still seems to forget to play sounds sometimes tho, like one of the channels gets stuck busy?
- harddriv.cpp: Fixed user1 region width in hdrivair, hdrivairp, racedrivpan and strtdriv. Byte order not verified (seems plausible though), but at least these should be able to load again.
- himesiki.cpp: Init palette to black. Fixed YM2203 clock speed.
- hornet.cpp
. Fixed ROM banking. This fixed "MASK ROM CHECK" in Gradius 4 service mode fails (ID 05897).
. Hooked up LAN board DS2401 and EEPROM to Silent Scope 2
- magic10.cpp
. Added technical notes, game status, defined clocks, fixed inaccurate notes and some driver cleanup.
. Added missing PLD dump to Magic's 10 (ver. 16.55).
. Added PCB infos to Magic's 10 (ver. 16.55) and clone (ver. 16.45).
- mhavoc.cpp
. Minor comment update
. Updated Gamma CPU address decoding/mirroring from the schematic in Major Havoc
- model1.cpp
. Driver checkpoint and intercept experiment (includes\model1.h and machine\model1.cpp)
. Inverted normal/point in Star Wars Arcade (ftab_swa; machine\model1.cpp)
- model3.cpp: Added Sega Model3/Naomi/Hikaru Communication Board basic. Further work on M3 comm board, added actual Model3 interface (not yet hooked to driver). Hook Comm.Board to Model3. Note: It seems only VF3 expecting SCSI mapped at C000xxxx, the rest of games (incl Step 1.0 Bass Fishing) looking for Comm.Board there.
- namcos22.cpp: Optimization to gamma mix for non-Super System22
- neogeo_noslot.cpp
. Reworked inputs to work through the slot device interface. You can now configure the controllers available in the multicart driver (neogeo) with the -crtl1 and -ctrl2 options. when you run single game drivers (e.g. mslug, or kof94, etc.), instead, a unique controller is available and cannot be modified.
. More accurate implementation of contollers through slot devices. If you want to launch janshin in the multislot driver (neogeo) you shall now prescribe -edge "" -ctrl1 mahjong and set accordingly the dipswitch. The janshin driver already comes pre-configured in the proper way, instead.
- peplus.cpp: Minor doc update
- playch10.cpp: Added new PlayChoice-10 BIOS (pck1-c_fix.8t = Single Screen, Freeplay fix, Newer?)
- snookr10.cpp
. Added technical notes
. Added default NVRAM, technical notes and dedicated inputs for both Crystals Colours sets.
- tourvis.cpp: Fixed some Tourvision descriptions
- Attack UFO: Cleaned up and identified I/O chip as 6821 PIA. Fixed maincpu rom loading.
- Bishou Jan: Mapped missing controls (ID 01792)
- Cross Shooter: Some improvements to Air Raid / Cross Shooter driver based on hardware tests, should improve things if anybody ever does work out how to extract the gfx. Unfortuantely it's starting to look like the colour lookup proms are inside the modules too and in the case of the tilemaps the layout data definitely is, so getting access to the clean data from the outside might be very tricky.
- Derby Owners Club II: Added protection key
- Flying Shark: Fixed default DIP for Hishou Zame (Japan) based on dip sheet (ID 06174)
- Gain Ground: Added O. Galibert's note about why Gain Ground drops into Free Play mode and added a kludge to work around it for now (ID 04474).
- Hyper Bishi Bashi Champ: Removed a few unused input bits
- Jingle Bell: IGS009 protection patch for the newer Jingle Bell sets
- Klax: Kill ioport tag lookup in driver
- Last Four: Added PCB info
- Magical Crystals: Improved ROM labeling for Japan set based on PCB picture, and noted that the Japan set we have is revision 2, but a revision 0 exists, undumped.
- Spy Hunter: Get steering wheel to work in clone Spy Hunter (Spain, Tecfri / Recreativos Franco S.A. PCB). Improved inputs and cleanup analog inputs.
- Wonder Boy: Added sys1piox_315_5177 MACHINE_CONFIG_DERIVED to clone Wonder Boy (US bootleg) (Games now playable)
- Input port
. Recognized the full range of controller inputs. This simplifies an old piece of MESS code that failed to properly classify paddle, pedal, positional and dial inputs, along with many of the less-common digital inputs. The distinction between INPUT_CLASS_MISC and INPUT_CLASS_INTERNAL makes more sense now, though nothing makes use of it (ID 06172).
. Added hybrid DirectInput/XInput module. Release WMI COM objects correctly in XInput device discovery. Make Xinput triggers analog and centered at 0.
- Fixed rom names in kaneko16.cpp, m92.cpp, model2.cpp and snookr10.cpp
- Renamed (androidp) to (androidpo), (crystalc) to (crystalca), (dsaber) to (dsabera), (excitebk) to (excitebkj), (excitebka) to (excitebko), (majest12) to (majest12j), (mystwarra) to (mystwarraa), (wangmid2) to (wangmid2j) and (wangmd2b) to (wangmid2)
- Description changes of 1945k III (newer, OPCX2 PCB), Air Raid (Single PCB), Android (prototype, early build), Atomic Robo-kid (Japan, Type-2, set 1), Atomic Robo-kid (Japan, Type-2, set 2), Atomic Robo-kid (World, Type-2), Attack UFO, Bestri (Korea, set 1), Borderline (Tranquillizer Gun conversion), Choutetsu Brikin'ger - Iron clad (prototype), Choutetsu Brikin'ger - Iron clad (prototype, bootleg), Chouzetsu Rinjin - Bravoman (Tourvision PCE bootleg), Coryoon - Child of Dragon (Tourvision PCE bootleg), Cross Shooter (Single PCB), Doraemon Meikyuu Dai Sakusen (Tourvision PCE bootleg), Dragon Saber (World, older?), GunHed (Tourvision PCE bootleg), Hana Taaka Daka!? (Tourvision PCE bootleg), Jingle Bell (EU, V141UE), Jingle Bell (EU, V153UE), Jingle Bell (EU, V155UE), Jingle Bell (US, V157US), Jinmu Denshou (Tourvision PCE bootleg), Major Title 2 (World, set 1), Major Title 2 (World, set 1, alt sound CPU), Makyou Densetsu - The Legenary Axe (Tourvision PCE bootleg), Mr. Heli no Daibouken (Tourvision PCE bootleg), Raiden DX (Japan, set 1), Saigo no Nindou - Ninja Spirit (Tourvision PCE bootleg), Spy Hunter (Spain, Recreativos Franco S.A., Tecfri PCB), Super Pool (ver. 1.2), Tranquillizer Gun (ID 06181), Veigues - Tactical Gladiator (Tourvision PCE bootleg), W-Ring - The Double Rings (Tourvision PCE bootleg), Wonder Boy (set 2, 315-5135) and Wonder Boy (system 2, set 1, 315-5177).
- MAME
. VIDEO RENDERING SYSTEM
. HLSL
. Removed hacks for vector screens from shaders: Added handling of texture coordinates for vector screens to core render. Added handling of orientation/rotation for vector screens to D3D renderer.
. Fixed texture coordinates for vector screen quad
. Solved conflicts in render\d3d\d3dhlsl.cpp
. Added reasonable texcoord handling without known examples (emu\render.cpp)
. HLSL settings are reset now, when a new machine is selected.
. Refactored distortion pass: Separated curvature parameter into distortion, cubic_distortion and distort_corner. Distortion and cubic_distortion can be negative, to compensate each other. Distort_corner is intependent from the image distortion. Refactored BGFX distortion pass. Removed vector hack.
. BGFX
. Fixed render target dimension swap for BGFX. Removed not used part of code. Moved texture flags to proper place (render\drawbgfx.cpp).
. Updated makefile to support shaders in multiple dirs and added sample shader. Simplify include for shaders.
. Pull a bunch of screen chain code from drawbgfx to chainmanager where it belongs (render\bgfxutil.cpp/h)
. Added runtime screen chain selection
. Added dividing line to bgfx slider list where applicable
. Added render.h no longer indirectly supplied via emu.h <- ui\ui.h
. Added data-driven render target clearing
. Added pillarboxing shaders and layout for BGFX
. Added AVI writing to BGFX
. Added HQ2x, HQ3x and HQ4x shaders
. Added SuperEagle shader
. Implemented handling for u_screen_scale and u_screen_offset
. Make overscan on integer scaled targets optional (add option -intoverscan)
. Reduced the incidence of required_device in subdevices. Any device implementing device_gfx_interface will require a palette and, once it has started (which many video devices already check for), allow other devices to access it through a getter. This makes it unnecessary in most cases for devices to require both a gfxdecode and a palette; indeed, many devices went on to not use the palette at all. Most cases have been solved in one of two contrasting ways: Removed the palette finder and associated macros for configuring it, or implemented device_gfx_interface and removed the gfxdecode finder. The latter solution, generally adopted for devices that decoded their own graphics internally or through their own subdevice, has doubled the number of implementations of device_gfx_interface and eliminated the need for Konami games to provide empty gfxdecodes.
. Fixed alpha handling, (MESS) Donkey Kong (Coleco) looks good now (emu\screen.cpp).
. UI
. Borrow string processing code from ui.cpp so that £ works in layouts (using UTF-8 encoding at least). Updated sc4fd7tha.lay with UTF8 encoding of £ sign.
. Fixed specialized ini file settings get retained on a second game launch (emu\emuopts.h) (ID 06171)
. Refactored miscmenu and added advanced menu. submenu lang and cosmetic.
. Small UI changes
. Added plugin options menu
. Fixed the key handler for the error "roms or missing CHD."
. Removed the delay in showing the description in the Advanced menu
. Enter on keypad now act in the same ways of Enter on keyboard (emu\inpttype.h)
. Make sliders use an std::vector instead of a linked list
. Removed ui\ui.h dependency from emu.h
. Make core vector-related slider handling slightly less egregious
. Reduced code for entries of "enum class ui_menu_item_type" and the use of item_append with separators.
. Re-enabled configuration menu for single-machine and added some options
. Adding handler for the right mouse button in the main menu, calls the machine configuration.
. Added advanced options to per-machine configuration
. Added ImGui based debugger. Note: Currently only works with the BGFX renderer. Added error log window to debugimgui, and limited the debugger console to display 100 lines, so that rendering it doesn't get too slow. Added sending of mouse clicks to debugger views. Please note that you have to click the view area first to give it focus before you can set the cursor in a disassmbler or memory view.
. Forced reset in order to properly apply some options
. Isolated CLI part - merged emu\cliopts.cpp/h into emu\clifront.cpp/h
. SOFTWARE LIST
. Fixed software loaded outside of software list (e.g. -cart PATH_TO_ROM) fails to save SRAM (emu\diimage.cpp) (ID 06173)
. Reverted software-installed slot/image options when changing software. Removed emu.h's stealth include of emuopts.h through mconfig.h; reduced dependency on emuopts.h in other headers and source files. MCFG_CPU_FORCE_NO_DRC is now a CPU configuration parameter rather than a global one; it still works to override the -drc option setting.
. PLUGINS
. Added experimental cheat LUA plugin. Added LUA cheat finder library. Added basic menu for cheatfind. Make ram scan work. Added width and endian awareness. Run same operation over a batch of data. Preliminary support to inject cheats for testing. Added safe table functions to sandbox. Added game time for cheats which want a time delay. Load multiple files and fix load failure.
. Added sample plugin for game time. Added play count.
. LISTXML/INFO
. Improved documentation of input devices in the -listxml output, since having just a generic 'number of buttons' is rather pointless in the context of home systems with configurable controllers (being them keyboards, keypads or joypads). Now the various controllers are listed separately with the number of buttons they have. Frontend authors who relied on the "buttons" attribute of the input node for any kind of filter shall now scan all available controllers and take the maximum among their "buttons" attribute (possibly discarding keyboards and keypads if they want) to recover the old value. Started to acknowledge PORT_16WAY inputs in -lx, since they were reported as 8-ways so far.
. First attempt to fix the longstanding issue about inputs owned by devices being always tagged as P1 inputs in -lx. This proposed solution increases the field.player() value whenever the owner device changes, unless the input is a keyboard: in this way we correctly number pads and other controllers connected via slot devices to consoles/computers, at price of tagging as 3-player games a few arcades (e.g. those in cubo.cpp) which have two controllers + a touchscreen attached through a separate device.
. Fixed wrong default BIOS outputted with -listxml command (ID 06019)
. MULTI-LANGUAGE
. Initial Catalan translation
. String Translate for Chinese (Traditional / Simplified)
. Czech language translation
. Updated German GUI translation
. Updated Greek translation
. Updated Japanese translation
. Updated Portuguese (Brazil)
. Updated Spanish translation
. Compressed internal layouts + Python 3 compat
. High-Score Saving: Checksum all the regions (plugins\hiscore\init.lua)
. Listxml output fix (port->tag())
. Moved man files, emscripten/windows resources, clipboard handling and common struct to proper location (osd\sdl\man\LICENSE -> docs\man\LICENSE ...).
. Use XAudio2 by default if available (lib\osdobj_common.cpp)
. Improved 7zip file I/O code (should fix >=4GB 7z archives on LP32/LLP64). Added ZIP64 support and ZIP method 14. Work with more ZIP64 files (util\unzip.cpp). Fixed phantom files in archives containing directories (util\zippath.cpp).
. Removed OS dependant output handling and added none and console output providers
. Added skeleton for network output
. Probably fixed the arcade only build (missing games smssgame and spartanxtec)
. Implementation for Universal windows main app classes
. Get rid of some options that no longer exist (docs\man\mame.6)
. Updated windows to use platform independent watchdog implementation. Renamed class to osd_watchdog.
. Standardize platform window pointer storage in osd_window. Also encapsulate show/hide capture/release cursor functionality. Check that we have a window before updating cursor state.
. Refactor OSD window. Unified renderer in osd_window as std::unique_ptr. Made windows all std::shared_ptr. Made window lists std::list>. Updated OSD SDL worker_param to not use malloc (not compatible with smart pointers). Made renderer pointer to window a weak reference. May not be available during destruction of the window.
. Created mame_options as 1st step towards creating core independent of MAME implementation (m_options -> mame_options)
- SDLMAME
. Unsubscribe SDL input modules from events on exit (input\input_sdl.cpp and input_sdlcommon.h)
. Cleanup init for SDL in total (input\input_sdl.cpp)
. Merged sdl\main.cpp for windows platform (unicode). Moved aueffectutil to tools.
. Fixed keepaspect & unevenstretch toggles in SDL OSD
. Refactored osd_work to become more C++. Bye to malloc and memset.
. Fixed BACKSLASH2 SDL key mapping
- MAC OS X
. Fixed OSX x86 invalid intptr_t conversion (sdl\output.cpp:86:50: error: format specifies type 'int' but the argument has type 'intptr_t' (aka 'long')).
. Removed sdl\osxutils.h/mm, not needed anymore after move to C++11 features.
- Android
. New icon images (res\drawable-xxxhdpi\ic_launcher.png)
. Fixed joystick on Android preventing application to crash, cleanup init for SDL in total.
- MESS
. Added TMS1700/1730 MCU types
. TMS9901 Interface: Added RST1 reset line
. Added BIOS Rev. 4.35 to (MESS) NCR PC4i
. Indicate ready status in st0 after seek (machine\upd765.cpp)
- Compiling
. Support build without optimize flag. OPTIMIZE= to disable the current default value 3. Also allow ARCHOPTS to be set regardless of OPTIMIZE, useful for debug flags.
. Iterate over core classes C++11 style. Avoid auto return types; silence some unused variable warnings.
. 3rdparty
. Updated BGFX, BX, GENie, Google Test and rapidjson
. GENie cl.exe multiprocessor build fix (genie\src\actions\vstudio\vs2010_vcxproj.lua and host\scripts.c)
. LUA engine
. Added direct and region accessors
. Added device_image_interface accessors, emu_file support and indexed items.
. Make flags explicit
. Added print_verbose, print_info, print_debug and print_error to LUA, and used it instead of print.
. Save a copy of the search path so it doesn't get thrown away
. Updated libuv to 1.9.0, LZMA SDK to 15.14 and expat to 2.1.1
. Basic TCP server based on libuv
. Fixed the MSVC build (src\emu.lua and drivers\super80.cpp)
. Added PRECOMPILE=0 so in conjunction with ccache it gives better compile speed
. Added UWP (Universal Windows Platform) compile to windows\winmain.cpp with implementation for cursor methods
. Renamed emu\memory.cpp/h to emu\emumem.cpp/h
. Devfind revision phase 1, cleaning out some legacy stuff.
. Added includes for dependency documentation. There is still inconsistent use of assert(...) in src\lib\util. libutil compile will use assert from while other parts of MAME will be compiled with assert from emucore.h.
. Added more Clang output to tell where #include errors are coming from
. Converted osd_event into a class. Since all is std:: now, reduce to inlineable code.
. Eliminate device_t::static_config, a type-unsafe legacy feature.
. Rewrited or removed every last instance of MCFG_DEVICE_CONFIG and its two aliases, including within comments and dead code.
. Moved osdsync to root of OSD and removed osdmini
. Use std::chrono instead of GetTickCount in window.cpp/h for Windows OSD
. Added short GIT version if building non-release build, also if GIT command is not available or if .git is not there (so building out of other sources). Always rebuild version.cpp when there is GIT version change.
. Iterated over devices C++11 style. Replaced the old device_iterator and its specialized versions with functionally equivalent classes that use standard operators to yield references to devices/interfaces rather than pointers. With range-based for loops, they no longer have to be stored in named variables, though they can also be reused concurrently since the iteration state is now maintained by a subclass. Added a few more typical getters to device_t::subdevice_list.
- Debugger
. Added DEBUG_DIR and DEBUG_ARGS parameters, make sense right now for VS build (makefile, scripts\genie.lua and main.lua)
. Make support for absolute paths for debug dir (scripts\src\main.lua)
. Added ImGui based debugger. Note: Currently only works with the BGFX renderer.
. Create diagnostic module for profiling and crash diagnostics



"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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Subject Posted by Posted on
* MAMEinfo 0.172 :) MASH 03/30/16 02:01 PM
. * r47568 MASH  04/22/16 03:47 AM

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