0.175 -------
MAMETesters Bugs Fixed ---------------------- - 06244: [Speed] (namconb1.c) machbrkr, outfxies: Degraded performance speed (Osso) - 06241: [Crash/Freeze] Most sets in neodriv.hxx: cheats enabled cause MAME to crash (cuavas) - 06235: [Graphics] (pacman.c) pacman: X and Y flip bits are ignored when sprite is rendered at top of screen due to vertical wrapping (Robbbert) - 06234: [DIP/Input] (nbmj9195.c) mscoutm, imekura, mjegolf: Incorrect inputs in some mahjong games (Tourniquet) - 03321: [DIP/Input] (mario.c) mario: Dip switch titles for bonus life don't match gameplay (anikom15) - 06225: [Crash/Freeze] (midtunit.c) mk, mk2: Game doesn't start - crash while loading (cuavas) - 06196: [Interface] Window mode, can't set window size anymore (bradhugh) - 06222: [Graphics] Artwork + HLSL + Vector Game = Cropped Screen and Wrong Screen Position (Jezze) - 06195: [Crash/Freeze] -video BGFX is crashing after selecting 'Select New Machine' and launching another machine (Ryan Holtz) - 06223: [Crash/Freeze] (ataxx.c) All sets in ataxx.cpp: Fatal error: Missing some required objects, unable to proceed (Tafoid) - 06221: [Interface] PLUGINS: pluginspath option not fully recognized (crazyc) - 06236: [Misc.] (ptcsol.c) sol20: SVT format file names problem! (Robbbert) - 05783: [Misc.] (ptcsol.c) sol20: SVT format differs from Solace emu! (Robbbert) - 06215: [Misc.] (sorcerer.c) sorcererd: Refuse to load some cpm programs! (Robbbert)
Source Changes -------------- -Further improvements to the Patinho Feio driver & CPU [Felipe Sanches]
-atarigen: Remove the slapstic direct update handler, which hasn't been necessary since direct access has been enhanced to work correctly on handlers, years ago [O. Galibert]
-sloop: Direct update handler unneeded too [O. Galibert]
-esb: Direct update for slapstic gone too [O. Galibert]
-gameboy: Improved support for M161 and MMM01 mappers. [Tauwasser]
-n64dd: Change N64DD to use harddisk device instead of quikload device. Updated checksum for Randnet disk, previous conversion was faulty. [Happy]
-West Story improvements: the NMI story [AJR] * Thoroughly reworked weststry memory map based on M68000 code * FG tilemap scrolling implemented for weststry * Sound hooked up, but doesn't fully work (YM3812 stops sending IRQs) * Various things documented in other bloodbro.cpp games
-Added color proms to Ozma Wars. [MASH]
-Merged ataxx.cpp into leland.cpp as they had a completely shared main header file (leland.h). [Tafoid]
-ui refactoring [Vas Crabb] * Make ARRAY_LENGTH cause a compile error if used with a pointer/vector * move menu classes into ::ui namesapce and reduce scope of many symbols * Clean up text input code, move common operations to inline templates * Fix numerous one-byte buffer overruns * Don't flat-out ignore input beyond the C1 hole * Fix decoding of SDL text input
-Added highly experimental SHARC recompiler (disabled by default) [Ville Linde]
-psx.xml: Added more information and small fixes to Japanese discs. [Fabio Priuli]
-Tetris + Cherry Master (+K, Canada Version, encrypted) hidden switch documentation... [Ioannis Bampoulas]
-Merit Match Games driver: [Roberto Fresca] * Added technical notes and corrected CRT 810 layout + old notes. * Some cleanup for coding standards, and fixed Coinage DIP switches.
-Magic Fly driver: Refactored PCB layout and pinout with new findings and PCB trace. Also added some technical notes [Roberto Fresca].
-Major Poker: [Roberto Fresca] * Added missing G2 gal16v8d. * Added missing PLDs, plus technical notes.
-Royal Card (Austrian, set : [Roberto Fresca] * Added mirrored VRAM to $4000/$5000. * Worked and added a default NVRAM. The game now is working properly.
-Buena Suerte: Completed the Protel PCB set. Rearranged the graphics ROMs to get accurate gfx banks. Discrete sound needs to be traced. Game is working properly. [Roberto Fresca]
-Buena Suerte (Protel PCB): Added technical notes and a WIP edge connector and mech counters pinout. [Roberto Fresca, Gaby]
-Flaming 7: [Roberto Fresca] * Added new technical notes. * Flaming 7: Decrypted the graphics ROMs & fixed the gfxdecode. Bipolar PROM decode is still wrong. * Graphics Bank 1 is color-accurate. Added some technical notes about the missing extra layer for bonus graphics with the related VRAM used range * Dedicated inputs + DIP switch bank #1. * DIP switches bank #2: bonus pay & internal progressive. * DIP switches bank #3: Maximum Bet, Coin-In Timeout, Denomination, and Progressive Sign. * DIP switches bank #2: Notes about Bonus Pay... * DIP switches bank #3: Added Progressive Sign notes... * Added a DIP switches table ASCII layout... * Added Pay Table Diagram... * Added Pinout Diagram... * Documented the Cyberdyne Printer Harness circuitry. * Fixed the bipolar PROM load. Also improved both graphics banks colors. Colors now are close, but still imperfect.
-Flaming 7 (Taiwanese): Splitted a new machine driver, and added proper gfxdecode. Improved the GFX bank #2. Still needs work... [Roberto Fresca]
-Flaming 7 (W-4 hardware): [Roberto Fresca] * Added hand made electronic serial DS2401 dump, as a start of electronic serial number support. Added technical notes. * Added electronic serial DS2401 device. Still remaining the connection and read routines. * Connected the electronic serial DS2401 device to the proper PPI8255 (PC6) line.
-Flaming 7 (W-4 hardware): correct DS2401 hookup and reverse-engineer protection to get required serial number [Vas Crabb]
-Commodore PET Joysticks and Sound Device [Ken White]
-sun2: Preliminary MMU implementation, still has issues. [R. Belmont]
-sun2: MMU fixes, both VME and Multibus variants now POST and show something. [R. Belmont]
-gbcolor.xml: Documented more Game Boy Color PCBs, based on no-intro pictures [Fabio Priuli]
-vboy.xml: Documented a few Virtual Boy PCBs, based on no-intro pictures [Fabio Priuli]
-Ignore cylinders, heads and sectors from identify device data, based on the ATA 5 specification. [smf]
-Added CHS and LBA limits when the chd doesn't contain identify device data [smf]
-Fix NeoGeo CD P2 inputs [fuzzbop]
-Update rainbow.cpp [Bavarese]
-Added comlist and commit commands to debugger. comlist prints available comments in debugger console, commit will do a bulk comadd and comsave operation. [Angelo Salese]
-Don't use AM_MASK on ram, you end up with an incorrect allocation size [O. Galibert]
-rainbow: led polarity [Baverese]
-sun2: fixed more MMU issues, added serial ports. [R. Belmont]
-Fix TGP parser crashing in Model 1 [SailorSat]
-Fixed network output to include all data [headkaze]
-naomi docs: 'Samba de Amigo Rev.A' cartridge contents identical to already dumped Rev.B [f205v, ShouTime]
-lk201: fix 6805 clock to verified value [Lord Nightmare]
-sun3 updates: [R. Belmont] * Split sun3 and sun3x archiectures, they're different enough * Sun3 MMU and unique hardware implemented, all models now POST including 3/2xx [R. Belmont]
-sun4 updates: [R. Belmont] * Preliminary implementation of sun4c MMU and related hardware.
-gba.xml: documented some more Game Boy Advance PCBs. [Fabio Priuli]
-gba.cpp: several improvements [Fabio Priuli] * Implemented emulation of the "General Purpose I/O" port (GPIO) of GBA. * Hooked up S-3511 RTC emulation through the GPIO port. This allows to avoid the "Internal battery has run dry [...] clock-based events will no longer occur" messages in Pokemon Emerald / Ruby / Sapphire. This also promotes Sennen Kazoku to working state. * Hooked up Boktai Light Sensor emulation through the GPIO port. This allows to avoid the "Solar Sensor is broken" message in Boktai / Bokura no Taiyou, which is now playable and to recharge your weapons in all three games of the series. Light level has to be chosen via the "Machine Configuration" menu, until we get some kind of camera input. * Hooked up Warioware Twist Gyroscope emulation through the GPIO port. This allows to play the minigames, even if in some case the input sensibility might need a few tweaks. * Hooked up Warioware Twist & Drill Dozer Rumble emulation through
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