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Reged: 09/26/03
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r61384
11/25/16 09:12 PM


MAMEINFO.DAT

* Updated to MAME 0.180GIT - https://git.redump.net/mame/log/

* Added Source/Listinfo changes

* Newest Bugs (25th Nov)

* 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



0.180GIT

- New games: Draw 88 Poker (V2.0) and Shikigami no Shiro - internal build (V1.02J 2001/09/27 18:45)
- New Working games: Go By RC/RC De Go, Number Crash and Space Lords
- New Non-Working games: Meng Hong Lou
- New clones: 1945k III (newer, OPCX1 PCB), Burning Fight (prototype, ver 23.3, 910326), Cosmic Invaders (bootleg of Space Invaders), Forgotten Worlds (USA, B-Board 88618B-2, Rev. E), Gran Premio F1 (Spanish bootleg of Pole Position II), Grand Prix Star (v3.0), Hit the Ice (US, with riser board), Metal Slug 2 Turbo (NGM-9410), Mustache Boy (Italy), Ozma Wars (Model Racing bootleg), Road Fighter (set 3, conversion hack on Hyper Sports PCB), Sol Divide - The Sword Of Darkness (Korea), Time Crisis II (US, TSS5 Ver. A), Vendetta (World, 2 Players, ver. ?) and War: The Final Assault (EPROM 1.3 Apr 7 1999, GUTS 1.3 Apr 7 1999, GAME Apr 7 1999)
- New AGEMAME games: Cash Chameleon (0200437V, NSW/ACT), Cash Chameleon (0300781V, New Zealand), Chicken (0200530V, Queensland), Diamond Fever (0200302V, NSW/ACT), Inca Sun (CHG1458, US), Jungle Juice (0200240V, New Zealand), Player's Choice - Original (30143011, NSW/ACT), Unicorn Dreaming (0101228V, New Zealand) and Wild Amazon (01J01996, Venezuela)
- New PEPlus games: Montana Choice (MG0025) Multi-Game, Montana Choice (MG0026) Multi-Game, Montana Choice (MG0182) Multi-Game, Player's Choice (MG0213) Multi-Game, Player's Edge (PK0885-PC056) Deuces Wild Poker (El Cortez), Player's Edge Plus (PP0001) Standard Draw Poker, Player's Edge Plus (PP0008) Standard Draw Poker (set 1), Player's Edge Plus (PP0008) Standard Draw Poker (set 2, El Cortez), Player's Edge Plus (PP0048) Joker Poker (set 1), Player's Edge Plus (PP0048) Joker Poker (set 2), Player's Edge Plus (PP0048) Joker Poker (set 4), Player's Edge Plus (PP0050) Joker Poker (set 4, El Cortez), Player's Edge Plus (PP0050) Joker Poker (set 1), Player's Edge Plus (PP0050) Joker Poker (set 2), Player's Edge Plus (PP0050) Joker Poker (set 3), Player's Edge Plus (PP0054) Deuces Wild Poker (El Cortez), Player's Edge Plus (PP0057) Deuces Wild Poker (set 2), Player's Edge Plus (PP0057) Deuces Wild Poker (set 3, El Cortez), Player's Edge Plus (PP0057) Deuces Wild Poker (set 4), Player's Edge Plus (PP0103) Deuces Wild Poker (set 1), Player's Edge Plus (PP0103) Deuces Wild Poker (set 2), Player's Edge Plus (PP0103) Deuces Wild Poker (set 3), Player's Edge Plus (PP0126) Deuces Wild Poker (set 1), Player's Edge Plus (PP0126) Deuces Wild Poker (set 3), Player's Edge Plus (PP0127) Deuces Joker Wild Poker (set 2), Player's Edge Plus (PP0188) Standard Draw Poker (set 3), Player's Edge Plus (PP0195) 4 of a Kind Bonus Poker, Player's Edge Plus (PP0218) 4 of a Kind Bonus Poker, Player's Edge Plus (PP0232) Unknown American Draw Poker, Player's Edge Plus (PP0294) Unknown Joker Poker Bonus, Player's Edge Plus (PP0295) Unknown Deuces Wild Bonus Poker, Player's Edge Plus (PP0434) Bonus Poker Deluxe (set 2), Player's Edge Plus (PP0445) Unknown Joker Poker Bonus, Player's Edge Plus (PP0447) Standard Draw Poker (set 3), Player's Edge Plus (PP0450) Loose Deuce Deuces Wild! Poker, Player's Edge Plus (PP0452) Double Deuces Wild Poker (set 1), Player's Edge Plus (PP0453) Joker Poker, Player's Edge Plus (PP0542) One Eyed Jacks Wild Poker (CG1199) and Player's Edge Plus (X002240P+XP000038) Joker Poker (Two Pair or Better)
- New PinMAME games: Rider's Surf and Star God (variable replay score)
- New devices: 136094-0072, 136095-0072, rax_audio, rtc62421, rtc62423, rtc72421, segadimm, taito_cf, taito_pccard1 and taito_pccard2
- ARM CPU
. Implemented Transfers to User Bank in LDM/STM and fixed flags corruption in branch opcodes
. Fixed register-base shift with a value >= 32, this fixes the RISC OS graphics issues.
. Fixed carry for ROR and preserve IRQ_MASK in LDR R15,***
- M68000 CPU: Changed (MESS) drivers apollo.cpp and fccpu30.cpp from accessing has_fpu directly to use new set and get methods. FPU enable/disable methods (cpu\m68000\m68000.h).
- SH-4 CPU: Begin SH4 MMU improvements (with a view to seeing what Aristocrat MK6 needs). Allow table upload by LDTLB opcode in SH4MMU. Allow experimental SH4 MMU test code to be turned on / off on a per-driver basis.
- CD Audio and MSM5205: Removed volume trampolines
- DISCRETE sound: Use osd_getenv instead of getenv
- N2A03 APU sound: Fixed crash because nes_apu was always binding to root_device() before the n2a03 took over
- Q-Sound: Fixed a bug in DSP16 caused by incorrect use of macro
- Seibu Sound System (cleanup)
. Eliminate SEIBU_SOUND_SYSTEM configuration macros hiding details of device construction
. Start using devcb for generic YM hookups. Use device finder to connect seibu_sound_device to audiocpu.
. Kyuukyoku no Othello has only one YM2203 and one ADPCM, not two of each
. Future changes planned: Separate SEI0100BU and SIE150 types; Cabal and Dead Angle should each be using two of the former. Separate SEI80BU device to handle Z80 decryption (Mustache Boy uses this for its main CPU).
- 8155 RIOT: Removed unnecessary tag() parameter from logerror calls
- 8253 PIT: MSB-only counter writes need to lower outputs in mode 0
- 8259 PIC: Use resolve_safe to protect against segfaults
- 8279 KDC: Unify read/write handlers for standard A0-to-A0 hookup
- ATAPI: Made constructor protected in machine\atahle.h.
- Discrete Netlist: Fix up pstring code: Instantiate static constant members for ODR context. Declare static members of template classes properly. Declare external template instantiations. Fixed blind use of autocomplete ("treats" really?). Fixed ptype_traits on platforms where char is unsigned. Signed char is never an alias for char even if char is signed. Even if eclipse doesn't like using type, surely it supports typedef.
- Harddisk: Fixed heap corruption when loading a new chd fails. Throw CHDERR_FILE_NOT_WRITEABLE rather than CHDERR_UNSUPPORTED_VERSION if you try to open an old version for writing (imagedev\harddriv.cpp and util\chd.cpp).
- Imgtool: Fixed a recently introduced bug which caused image types that do not support partitions to function incorrectly
- Laser Disc: Made ldplayer regular driver
- MC68230 PIT: Small fixes
- MSM5832 RTC: More accurate WR emulation
- MSM6242 RTC: Added pin diagrams for good measure
- SCN2674 Display Controller
. Correct the row on which a split occurs. Fixes (MESS) Octopus display of the last row before the status line split.
. Added command 0xA6, fixes (MESS) Octopus status line in Concurrent DOS and BIOS character block write function.
- TTL
. Added 7400 Quad 2-Input NAND Gate
. Added 7404 Hex Inverter
. Added 74160/161/162/163 device emulation (BCD decade counter / 4-bit binary counter)
. Added 74174/175 Hex/Quad D Flip-Flops with Clear
. Added DM9334 8-Bit Addressable Latch
. Added 82S126/82S129 256x4-bit PROM
- Z80 DART: Finalized conversion to use util::fifo. Refactored FIFO:s using new template based fifo class.
- Z80 SCC
. Added support for RTxC as BRG clock source. Fixed bug in rr15 - read register 15, inhibiting mac plus & co to boot.
. Improved/Corrected handling of external interrupts, latching of status bits, reset of highest IUS bit and handling of CTS/DCD interrupts.
. Fixed init state of latched rr0 values
. Improved LOG printouts for synchrounous features of WR4 and WR10. Added external clock to SCC and decoded SCC synchronous init for (MESS) MacOS 7. Added minimal support for SYNC/HUNT mode to allow MacOS7 to boot to desktop.
- Z80 SIO: Added UPD7201 device type to Z80 SIO and used it in (MESS) Mizar VME8105, plus some maintenance.
- 8080bw.cpp: Fixed black screen in 2-Player game in cocktail mode on games using the multi-colored overlay, such as sicv or invadpt2 (ID 06418).
- aleck64.cpp
. Give priority to current transfer when reading AI length register. Eliminate explicit temps in AI length calculation. sp_dma_skip only for DRAM address, regardless of transfer direction (machine\n64.cpp).
. Added Vivid Dolls dipswitches, note digital joystick support needs adding, game is switchable.
. Added delayed carry signal for AI address
- aristmk5.cpp
. Hooked-up EEPROMs, UARTs and some inputs also fixed video DMA when vidstart != 0
. Added coin input, logic door input and RTC.
. Fixed SRAM banking
- aristmk6.cpp
. MK6 driver show framebuffer instead of debug viewer. Can see startup text at least, games enable the SH4 MMU. Extended MK6 rom area so that the bigger games map properly and pass their checksums. Added several sets from Heihachi_73.
. Clean up rom loading. Fixed rom loading in Bob and Dolly, The Buck Stops Here, Flame of Olympus - Cash Express, Player's World - Super, Rumble Reels and Sun & Moon - Bank Buster.
. Begin SH4 MMU improvements (with a view to seeing what Aristocrat MK6 needs)
. Hook IRQ registers, actual sources still unknown.
- cedar_magnet.cpp: Preliminary Magnet System sound. Removed unnecessary call to device(). Moved cedar devices out of drivers.
- clshroad.cpp
. Fixed Fire Battle music tempo. Align background with sprites.
. Doc update
- crystal.cpp
. Fixed VRender0 timers
. Added new user1 rom and mahjong control to Crazy Dou Di Zhu II
- gaiden.cpp: Fixed flip screen slightly offset down (ID 04933)
- goodejan.cpp: Improved PCB documentation
- gottlieb.cpp: Added (missing?) & to MCFG_LASERDISC_AUDIO
- lsasquad.cpp: Refactored priority prom usage for Land Sea Air Squad and Daikaiju no Gyakushu
- model3.cpp: Replaced custom RTC-72421 emulation with device
- namcos21.cpp: Remap controls to use pedals and paddles for Driver's Eyes, Winning Run, Winning Run '91 and Winning Run Suzuka Grand Prix
- naomi.cpp
. Game names changes: Added supported regions info, changed all to "Export name / Japan name" template and correct few names as per title screens
. Added missing PICs for dragntr3, wccf116 and wccf1dup
. Moved DIMM firmwares to device and docs update
. Added unused/unknown security PIC dumps
- peplus.cpp: Added in known flags. Documentation update & misc fixes.
- psikyosh.cpp: Board family is mono, all games.
- quizpun2.cpp
. Dumped the 68705 MCU for Quiz Punch, protected by an epoxy block.
. Hooked up MCU to the driver, improved graphics and sound.
- skylncr.cpp: Slight cleanup
- stv.cpp: Fixed visible area
- taitogn.cpp
. Implemented G-NET BIOS flashing, games that require the v2 BIOS now require you to update the BIOS and turn off JP1 as part of the installation. A v1 BIOS flash is included, but you aren't forced to use it.
. Moved G-NET protection out of ATAFLASH and into individual devices for each type of card
. Implemented enough analogue control reading for Go By RC and clone RC De Go (Games now playable)
. Added build dates and times to G-NET game descriptions
. Added JP1 location for UI and fix digit transposition
- tumbleb.cpp
. Corrected Choky! Choky! OKI xtal. Note: Some PCBs have left factory with a 3.57mhz while some have a 4.096 which matches other games, assuming the former are factory errors. TODO: MAME sound cores doesn't handle on-the-fly sound frequency changes, I guess best action here is to make the sound chip a slot option, assuming it's worth emulating a factory error in the first place.
. None of games in the driver are stereo PCBs, corrected to mono.
- zn.cpp
. Added MACHINE_NOT_WORKING flag to clone Psychic Force EX (Ver 2.0J). Note: Exception in attract after reading 0xbbbbbbbb from 0x8025ed18 leads to watchdog reset.
. Fixed ZN1/ZN2 DSW descriptions
- Archimedes (aristmk5.cpp and ertictac.cpp)
. Reworked Archimedes 310 HLE keyboard and added mouse input
. Fixed VIDC horizontal display position and cursor position
- Altered Beast: Fixed missing graphics in the crystal ball of clones altbeastj and altbeast6 (ID 03646)
- American Music Poker
. Identify and hook up 8155 interface chips for LPT & RTC
. Added button-lamps and coin counter support
. Fixed PIT8259 IRQs; game speed is much better now.
- Batman Forever and NBA Jam Extreme
. Emulated the Acclaim RAX sound board (audio\rax.cpp), adding sound to Batman Forever and NBA Jam Extreme.
. Hooked up extra NVRAM in NBA Jam Extreme. This fixed game crashes and NVRAM gets corrupted (ID 05928).
- Bionic Commando: Added precise video signal timings. MCFG_SCREEN_RAW_PARAMS() still missing. Added proper frame timings.
- Dream 9 Final: Hook up RTC-62421 and correct a few input types
- Dynamite Duke: The Double Dynamites is actually more like Dynamite Duke TE, promoted to parent.
- Fighting Roller: Hooked up coin counters
- Gemini Wing: Fixed input issues (ID 06436)
- Great 1000 Miles Rally / Mille Miglia 2: Unswapped button mappings for gtmr games so that they match the PCB/manual correctly
- Lost Castle In Darkmist
. Added actual transparent pen mixing from proms, fixes ranking screen and gameplay area in Dark Mist.
. Sprite chip fetch from top to bottom, fixes sprite-sprite priorities.
- Marvel Land: Tagged as imperfect sound. Note: The sound in this version does not match Japan or any of the ports and sounds incorrect. Needing redump of sound rom.
- Mirage Youjuu Mahjongden: Added 93C46 EEPROM hook-up
- Mr. Do!: Fixed flipscreen regression
- Number Crash: Redumped 2x maincpu roms (Game now playable)
- Poker Ladies: Standardise inputs and removed P2 inputs
- Power Drift: Made 'Power Drift - Link Version' not a clone since it's a very distinct rereleased version of the game
- Pro Mahjong Kiwame: Added backup RAM hookup, fixed "BACKUP RAM ERROR" at first boot.
- Puzzle Yutnori: Replaced MACHINE_NOT_WORKING flag with MACHINE_UNEMULATED_PROTECTION. Note: Protection appears to handle the sound, should check if it's just a block of code that is conditionally executed like some of the Semicom titles.
- Space Lords
. Reverse-engineered Space Lords security FPGA and implemented decryption code (Game now playable)
. Fixed input
- Super Game (Sega Master System Multi-game bootleg): Added the missing maincpu rom. Note: This is actually quite interesting, this is a 512KB MASK rom, hence why it got missed the first time around. It actually appears to have been pulled straight from a home Sega Master System mulit-game cartridge and used on the arcade PCB. The rom contains another copy of the games menu in the first bank, except this copy of the menu has no timer/credit support and only references games in this specific rom. It is completely ignored by the arcade hardware which uses the game data part of the rom only, never banking this copy of the menu in. As this almost certainly came straight from a bootleg cartridge, this specific rom could also be added to the softlist with a custom mapper for the banking.
- Tekken 3: Added Namco Cyber Lead cabinet JVS IO and LED controller PCB dumps. Typically was used with System12 games, put it to Tekken 3 for now.
- Teenage Mutant Ninja Turtles: Changed visible screen back to 320x224 (ID 04790). Note: The 8 pixels on the left are being drawn in the overscan area, some monitors are correctly not drawing them, others do. It's clear the intent is for the player not to see them, but the fact remains they're there, on bad monitors. This as an aside is probably the reason for the infamous and much complained about 'shadow' problem on real hardware - the shadows match up with whatever is being drawn into the overscan area, stretched as a faint shadow across the whole screen.
- Vigilante: Fixed visible screen area (PCB comparison)
- Williams Multigame: Small refactor. Btw, bankdev was tried, but too many bugs resulted.
- Input port
. Polymorphize input_device and input_class and moved to separate source file (emu\inputdev.cpp/h)
. Fixed key names with -keyboardprovider win32 (input\input_win32.cpp)
- Fixed rom names in clshroad.cpp, ddragon3.cpp, twincobr.cpp, zaxxon
- Dipswitch fixes in aleck64.cpp, dcon.cpp, jangou.cpp, nbmj8891.cpp, nbmj8991.cpp, nbmj9195.cpp and zn.cpp
- Renamed (f1gpstar) to (f1gpstaro), (forgottnu1) to (forgottnuc), (pepp0008) to (pepp0008b), (pepp0048) to (pepp0048b), (pepp0055) to (pepp0055b), (pepp0055a) to (pepp0055), (pepp0055b) to (pepp0055a), (pepp0057a) to (pepp0057d), (pepp0103) to (pepp0103b), (pepp0126) to (pepp0126a), (pepp0127a) to (pepp0127b), (pepp0452) to (pepp0452a), (wwfwfest) to (wwfwfestu) and (wwfwfesta) to (wwfwfest)
- Description changes of Burning Fight (prototype, older), Chaos Heat (V2.08J 1998/09/25 17:00), Chaos Heat (V2.09O 1998/10/02 17:00), Fighting Fantasy (Japan revision 3), Flip Maze (V2.04J 1999/09/02 20:00), Go By RC (V2.03O 1999/05/25 13:31), Grand Prix Star (v2.0), Kollon (V2.04JA 2003/11/01 12:00), Kollon (V2.04JC 2003/11/01 12:00), Lots of NAOMI games, Mahjong Oh (V2.06J 1999/11/23 08:52:22), Mustache Boy (Japan), Night Raid (V2.03J 2001/02/26 17:00), Otenami Haiken (V2.04J 1999/02/01 18:00:00), Otenami Haiken Final (V2.07JC 2005/04/20 15:36), Otenki Kororin (V2.01J 2001/07/02 10:00), Peter Pack Rat (ID 06427), Player's Edge (PK0719-PC092) Standard Draw Poker (El Cortez), Player's Edge (PK0756-PC011) Standard Draw Poker (El Cortez), Player's Edge Plus (PP0008) Standard Draw Poker (set 3), Player's Edge Plus (PP0048) Joker Poker (set 3), Player's Edge Plus (PP0055) Deuces Wild Poker (set 1), Player's Edge Plus (PP0055) Deuces Wild Poker (set 3), Player's Edge Plus (PP0055) Deuces Wild Poker (set 4), Player's Edge Plus (PP0057) Deuces Wild Poker (set 5), Player's Edge Plus (PP0060) Standard Draw Poker (set 4), Player's Edge Plus (PP0103) Deuces Wild Poker (set 3), Player's Edge Plus (PP0126) Deuces Wild Poker (set 2), Player's Edge Plus (PP0127) Deuces Joker Wild Poker (set 1), Player's Edge Plus (PP0434) Bonus Poker Deluxe (set 1), Player's Edge Plus (PP0452) Double Deuces Wild Poker (set 2), Power Drift - Link Version (Japan, Rev A), Psyvariar -Medium Unit- (V2.04J 2000/02/15 11:00), Psyvariar -Revision- (V2.04J 2000/08/11 22:00), Quiz Punch II, Time Crisis II (US, TSS3 Ver. B), Ray Crisis (V2.03J 1998/11/15 15:43), RC De Go (V2.03J 1999/05/22 19:29), Shanghai Sangokuhai Tougi (Ver 2.01J 2002/01/18 18:26:58), Shanghai Shoryu Sairin (V2.03J 2000/05/26 12:45:28), Shikigami no Shiro (V2.03J 2001/08/07 18:11), Soutenryu (V2.07J 2000/12/14 11:13:02), Stone Ball (2 Players, v1-20 21/10/1994), Stone Ball (2 Players, v1-20 7/11/1994), Stone Ball (4 Players, v1-20 13/12/1994), Super Puzzle Bobble (V2.04J 1999/2/27 02:10), Super Puzzle Bobble (V2.05O 1999/2/24 18:00), Usagi (V2.02J 2001/10/02 12:41:19), World Club Champion Football European Clubs 2004-2005 (Japan) (CDV-10013), World Club Champion Football European Clubs 2004-2005 Ver.1.1 (Export) (CDV-10015), World Club Champion Football European Clubs 2004-2005 Ver.3.22 (Export) (CDV-10015P), World Club Champion Football European Clubs 2005-2006 (Export) (CDV-10027), World Club Champion Football Serie A 2001-2002 Ver.2 (Japan) (CDP-10001C), World Club Champion Football Serie A 2002-2003 Ver.2.12 (Export) (CDV-10002), World Club Champion Football Serie A 2002-2003 Ver.2.34 (Japan) (CDV-10008), WWF WrestleFest (US), WWF WrestleFest (World), XII Stag (V2.01J 2002/6/26 22:27), Zaxxon (set 1, rev D), Zaxxon (set 2, unknown rev), Zaxxon (set 3, unknown rev)', Zoku Otenamihaiken (V2.03J 2001/02/16 16:00) and Zooo (V2.01JA 2004/04/13 12:00).
- MAME
. VIDEO RENDERING SYSTEM
. Fixed the D3D9 issues people are having (d3d\d3dcomm.h and drawd3d.cpp)
. HLSL
. Fixed games with off-screen backdrop artworks (e.g. Atari Football and Bowling Alley) that white out the screen when you enable HLSL.
. Corrected HLSL documentation: Removed -antialias option (does not exist anymore). Added missing -vector_beam_smooth option. Fixed suggested default values for -bloom_lvl_weights options (were messed up in the last update).
. UI
. Fixed MESS and MAMEinfo.dat display. Passing an empty string uses the current game name for infos so don't do that while in the main menu, since there's further check just below, removing these should be fine (ui\selgame.cpp and selsoft.cpp). Removed extra newlines (plugins\data\data_mameinfo.lua and data_messinfo.lua).
. Cache texture/surface were not released when render target was destructed (render\drawd3d.cpp). This fixed MAME crashed with UI and HLSL (ID 06417).
. Fixed a bug in parsing the software name option that prevented the loading of slot defaults for software selected from the internal UI (mame\mameopts.cpp)
. Encapsulate a bit more of the menu base class to control when layout changes can happen. Encapsulate mouse translation in the menu code, make more stuff const. A bit of prep for making selected index private.
. Fixed the mouse hover state drawing (ui\datmenu.cpp)
. 3rdparty
. Updated BGFX and BX and recompiled shaders. Fixed GLSL. Updated BGFX shader path for Emscripten build (src\main.lua).
. Updated to latest GENie. Patches to keep same behavior as we had before. Finally sync with GENie, no more local changes.
. ASIO: Header only mode in osd\asio.h. Fixed clear typo in ASIO, sent upstream. Added _WIN32_WINNT so asio.h file could be used and outside OSD section. Added ability to use ASIO in all core MAME parts (scripts\src\devices.lua, emu.lua, frontend.lua).
. LUA engine
. Replaced LUAbridge in Luaengine with Sol2. Removed non-operational LUA console code. Fixed save_item in Luaengine. Updated Sol2, made LUA console not crash for nil data. Removing SOL_CHECK_ARGUMENTS till we figure all consequences.
. Added LUA-linenoise
. Hide stuff that shouldn't be touched directly in registry
. Updated PugiXML library, no override patches anymore.
. Readded sqlite3 and lsqlite3
. UWP (Universal Windows Platform)
. Make 3rdparty compile for UWP and start adding new OSD for UWP based on previous Brad work. Added video and window code to UWP. MALLOC_DEBUG part is not able to compile on UWP. Added clipboard handling. Added basic keyboard input. Enable sound. Added support to store files on Local storage.
. Added OPTION_HOMEPATH to point to read/write folder, for now used by LUA scripts. Copied all needed files so plugins could be started under UWP.
. Implemented GetFileSize and and proper winrt file open
. New UWP icons/images
. Output verbose to debug plus turn off view scaling (windows\winmain.cpp). Different default font. Tahoma not available on XBOX (font\font_dwrite.cpp). Enable gamepad support and update keyboard support. Better keyboard key names. Hotkeys for gamepad plus more time for gamepad discovery. Removed explicit links for winstore builds.
. Keyboard scancodes start at 1. Also thread synchronization which will be needed later when we have multiple windows.
. Make executable for scripts\src\tests.lua follow rules for main file. Make normal notation for require. Split properly tests. Added more applicable Catch testing framework. Converted all tests to be done properly by guideline.
. Updated LZMA to 16.04 (security and portability fixes)
. PLUGINS
. Fixed driver info (plugins\data\data_mameinfo.lua and data_messinfo.lua). Stored data in database.
. Updated hiscore.dat
. Made timer plugin use sqlite3 (plugins\timer\init.lua)
. MULTI-LANGUAGE: Updated German translation
. Make console a Lua plugin (plugins\console). This fixed CONSOLE does nothing but allow "EXIT" (ID 06413). Further improve completions by removing break chars from linenoise.cpp that hide the full type. Do not take Ctrl-Z since that have it's behavior defined for Linux. Exit on Ctrl-C in console without crashing.
. Added basic HTTP server (lib\http\), not active yet, based on ASIO example with small refactoring included.
. Ability to show custom menu using LUA (ui\pluginopt.cpp)
. Removed device parameter in emu\addrmap.cpp and added simplify constructor. Changed setters into passthroughs. Stream it
. Don't attach memory maps to driver_device generally
. Simplified memory allocation for osd_module
. No need for osd_malloc, osd_malloc_array and osd_free. MALLOC_DEBUG not applicable anymore since we use new to allocate in 99.9% of cases.
. Let osd_process_kill just kill, rest is on osd users, watchdog only in this case.
. Changed window handle storage to template instead of void*
. Don't do the periodic_check before every timeslice (emu\machine.cpp)
. Rewroted complay.py (Compressed layouts) to parse/minify layout XML. Doesn't make much difference to executable size, but it catches XML errors at build time rather than waiting for you to try the system.
- SDLMAME: Updated SDL2 to 2.0.5
- MAC OS X: Fixed MacOS build (scripts\genie.lua)
- Compiling
. Prevent -Wexpansion-to-defined warning in recent Clang (modules\file\posixdir.cpp)
. Experimental support for compiling to WebAssembly using Emscripten (not yet working)
. Added a fifo template in util\coretmpl.h. Added 'poke' and 'clear' methods to fifo template.
. Delegate support for lambdas and std::functions in general, also supporting const members now (emu\devdelegate.cpp) - see drivers\statriv2.cpp.
. Do not use FUNC in delegate where applicable
. Fixed building on IBM S390x and PPC64le
. Lambda always have object in util\delegate.h
. Hack to allow building with SOURCES=src/mame/drivers/cps2.cpp (ID 06407)
. Make shaders compile DX9 and DX11 only on windows
. Fixed USE_DISPATCH_GL compile, seams no-one is actually using it since it is broken for a while (render\drawogl.cpp)
. XML
. Turn xmlfile API into something that looks like C++. It's still a bit quirky but it's far better encapsulated before, and it plays nice with const. Patch up Qt debugger for new xmlfile API.
. XMLfile cleanup: An empty tag and a self-closing tag are semantically equivalent, so std::string can be used saving some manual allocation. A valid tag can't have an empty name, so that can be std::string too. Still expose empty strings as nullptr to API users. Scope down the int_format enum. # is not £ ffs. Work around buggy standard libraries.
. Added VS2017 support into project files. Fixed compilation under VS2017, default_semantics is used by apply so need to be public. Generated proper SLN header.
. Introduce u8/u16/u32/u64/s8/s16/s32/s64: New abbreviated types are in OSD and util namespaces and also in global namespace for things that #include "emu.h". Get rid of import of cstdint types to global namespace (C99 does this anyway). Removed the cstdint types from everything in emu. Get rid of U64/S64 macros. Fixed a lot of messed up tabulation. More constexpr. Fixed up many __names.
. Removed generic_ptr in emu\emucore.h
. Added typographical characters to uismall.bdf, including the hair space used by the internal UI.
. Removed Connection Manager part since it is used for compilers check, no need for this to be in release.
- Debugger
. Changed the 8085A, ARM, ARM7, ASAP, CCPU, COP420, Cosmac, Cube Quest, DSP16A, DSP32C, DSP56k, ESRIP, G65816, H6280, H8, Hyperstone, I386, I4004, I8086, I860, i960, Jaguar GPU, M37710, M6502, M6800, M68000, M6805, MB86233, MB86235, MB88xx, MCS48, MCS51, MC68HC11, MIPS3, MN10200, NEC Vxx, PDP1, PIC16C5x, PowerPC, PPS4, PSXCPU, R3000, RSP, S2650, SC/MP, SC61860, SHARC, SCUDSP, SE3208, SPC700, SH2, SH4, T11, TLCS-90, TLCS-900, TMS32025, TMS3203x, TMS32051, TMS32082, TMS34010, TMS57002, TMS7000, TMS99xx, TX0, uPD7725, uPD7810, V60, V810, Z180, Z80CPU and Z8000 CPU disassembler to use 'std::ostream &' internally
. Fixed a number of identifiers beginning with underscores in the M6805 disassembler. Changed m_* ==> md_* (m6805\6805dasm.cpp).
. Further cleanups to the TLCS900 disassemlber. Fixed spacing issues, converted a char[] buffer to std::string.
. Changed disassembler overrides to use 'std::ostream &' internally
. Fixed a recently introduced bug in the 6x09 disassembler that could cause asserts when hitting what would be a legal 6309 instruction when disassembling non-6309 code [Nathan Woods].
. Moved device_memory_interface from driver_device to dummy_space_device. Exposed the dummy_space_device as machine().dummy_space(), with a trampoline in driver_device for existing callers. Debugger no longer needs to special case root_device() to avoid showing the dummy address space. Replaced machine().driver_data()->generic_space() with machine().dummy_space(). Removed some driver_data<> calls.
. Moved the declaration for dasmmips3(), ppc_dasm_one() and rsp_dasm_one() to a header file
. Fixed debugcon not checking for "do " prefix case-insensitively
. Eliminated 'ppc_dasm_one(std::string &string,...' and 'rsp_dasm_one(std::string &string,...' trampolines. Removed 'ppc_dasm_one(std::string &string,...' declaration and updated caller. Changed buffer.vec() to &buffer.vec()[0].
. Eliminated 'device_disasm_interface::disassemble(std::string &buffer, ...'. Moving disasm.clear()/disasm.seekp(0) out of if statement, so the stream is always reset. Refactored device_disasm_interface::disassemble() and dasm_override_delegate to take string buffers as std::string.
. Eliminate static char[] buffers in the MB86235 disassembler



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In our lab, theory and practice are combined: nothing works and no one knows why."






Entire thread
Subject Posted by Posted on
* MAMEinfo 0.179 :) MASH 10/26/16 05:30 AM
. * r61384 MASH  11/25/16 09:12 PM
. * Re: r61384 CTOJAH  11/26/16 11:02 PM
. * Re: Laser Base MASH  11/26/16 11:27 PM
. * Re: Laser Base Haze  11/27/16 04:50 AM
. * Re: Laser Base CTOJAH  11/27/16 12:04 AM
. * Re: Laser Base gregf  11/27/16 01:25 AM
. * Re: Laser Base R. Belmont  11/28/16 05:31 PM
. * Re: Laser Base gregf  12/02/16 11:05 AM
. * r57369 MASH  11/19/16 01:18 AM
. * Number Crash working ! CTOJAH  11/19/16 01:01 PM
. * r56959 MASH  11/12/16 01:47 AM
. * Re: r56959 CTOJAH  11/12/16 10:37 AM

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