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Posted

MAME 0.106u13

Lucky 13.... Barring major issues, this should be the last u release for this cycle. Time to move on to other good stuff.

Just downloading the optimized versions and uploading on www.slowdemon.co.uk

Posted

I don't folllow the releases that closely, but isn't there a big change occuring with how everything works as far as rendering or something like that? Maybe I'm way off, but can someone elaborate more on what is changing and what it means simply. I may just stay with what I have.

Posted

the changes from 12 to 13 are ::

0.106u13

--------

MAMETesters Bugs Fixed

----------------------

resolutionrating0106u12yel [Aaron Giles]

Source Changes

--------------

Some more fixes for the DTD in the -listxml output. [Krick]

Added more previously dumped PLDs to a number of games. [MASH]

Fixed uninitialized variable in the debugger commenting code. Cleaned

up allocations. [Nathan Woods]

Improved multisession support with the new renderer. [Nathan Woods]

Hooked up color PROM for schaser and fixed DIP switches.

[Roberto Fresca]

Fixed bug that caused -prescale in Direct3D mode to fail in the last

release. [Aaron Giles]

Fixed bug that led to black crosshairs in lightgun games.

[Aaron Giles]

Reimplemented the sparkle circuit to bring back stars in Tempest.

[Aaron Giles]

Removed the background brightness in vector games by default. If you

want to see the overlays faintly on vector games, increase the

brightness a bit. [Aaron Giles]

More Crystal Castles tweaks: [Aaron Giles]

* Connected EAROM correctly (passes POST now)

* Added a guess for what the "POTATO" chip does. If you're a CC fan

report to MAMETesters how MAME looks compared to the arcade when

the screen scrolls up inbetween level 4 and 5.

Rewrote Cloud 9 driver to mimic the Crystal Castles driver since it

is obviously an early version of the same hardware: [Aaron Giles]

* Implemented video RAM banking correctly based on tracing out a

Firebeast PCB, which appears to be identical

* Traced out color mapping and implemented correctly

* Reduced EAROM down to 4 bits

* Fixed DIP switch definitions

Some minor modernization of the xxmissio driver. [Aaron Giles]

For more changes of each version they are here ::

**Warning Long Post**

0.106u13

--------

MAMETesters Bugs Fixed

----------------------

resolutionrating0106u12yel [Aaron Giles]

Source Changes

--------------

Some more fixes for the DTD in the -listxml output. [Krick]

Added more previously dumped PLDs to a number of games. [MASH]

Fixed uninitialized variable in the debugger commenting code. Cleaned

up allocations. [Nathan Woods]

Improved multisession support with the new renderer. [Nathan Woods]

Hooked up color PROM for schaser and fixed DIP switches.

[Roberto Fresca]

Fixed bug that caused -prescale in Direct3D mode to fail in the last

release. [Aaron Giles]

Fixed bug that led to black crosshairs in lightgun games.

[Aaron Giles]

Reimplemented the sparkle circuit to bring back stars in Tempest.

[Aaron Giles]

Removed the background brightness in vector games by default. If you

want to see the overlays faintly on vector games, increase the

brightness a bit. [Aaron Giles]

More Crystal Castles tweaks: [Aaron Giles]

* Connected EAROM correctly (passes POST now)

* Added a guess for what the "POTATO" chip does. If you're a CC fan

report to MAMETesters how MAME looks compared to the arcade when

the screen scrolls up inbetween level 4 and 5.

Rewrote Cloud 9 driver to mimic the Crystal Castles driver since it

is obviously an early version of the same hardware: [Aaron Giles]

* Implemented video RAM banking correctly based on tracing out a

Firebeast PCB, which appears to be identical

* Traced out color mapping and implemented correctly

* Reduced EAROM down to 4 bits

* Fixed DIP switch definitions

Some minor modernization of the xxmissio driver. [Aaron Giles]

New games added or promoted from NOT_WORKING status

---------------------------------------------------

Firebeast (prototype) [F.J. McCloud]

Digger Man (prototype) [MAME32Plus]

0.106u12

--------

MAMETesters Bugs Fixed

----------------------

gaelco20106u1ora [David Haywood]

Source Changes

--------------

Added a large number of previously-dumped PALs to various games

across the whole source base. [MASH]

Some graphics improvements to the Magic Fly driver. [Roberto Fresca]

Fixed the fire button INPUT_PORT of player2 in Lethal Enforcers.

[Cananas]

Changed the coordinates where for offscreen lightgun reloading, moving

it from the upper-left to the upper-right for better compatibility.

[Cananas]

Fixed interrupt clearing function in 6840 module. [El Condor]

Added multiple input controls in -listxml output for games with more

than one type. Added pedal control type. Added more info on analog

controls as defined in the driver: minimum, maximum, sensitivity,

keydelta, and reverse. This required the 'control' attribute in the

XML to be moved into an element. There can now be more than one

'control' element in the input secction. [uRebelScum]

Improved the description of screens in -listxml. Multiple screens

are now listed, each with their own attributes. Rotation is now fully

specified (rather than just vertical/horizontal). The width and

height now describe the raw game screen before any rotation.

[Krick]

Fixed bug that caused the UI to be impacted by command-line

brightness, contrast, gamma controls. [Aaron Giles]

Fixed bug that prevented the contrast from pushing vector games to

their maximum brightness. [Aaron Giles]

Rewrote Crystal Castles driver from the schematics: [Aaron Giles]

* corrected clock speeds and frame rates

* reimplemented video system to use mixer PROM

* now using sync PROM to generate interrupts at correct times

* sync PROM is also used to determine proper visible area and

VBLANK timings

* implemented the VRAM write protection by using the WP PROM

* hooked up second player trackball properly

* fixed coin counters

* now computing palette based on resistor weights

* watchdog is now set for 8 VBLANKs to match the schematics

* added save state support

* mapped complete memory space according to schematics

Fixed bug in JED parsing code that would checksum fuses beyond the

number explicitly specified. Some programs write extra fuse data

beyond the end and this should not be part of the checksum. Also made

the checksum parsing more flexible to handle JED files with extra 0

digits in the file checksum. [Aaron Giles]

Removed xml2info utility. The -listinfo format was retired over 2

years ago. It is time to move on. [Aaron Giles]

Changed the core makefile to put back specific rules for building

EXEs to promote more commonality with platforms that don't put an

extension on executable files. [Aaron Giles]

Added gapless variants to the dual and triple screen layouts.

[Aaron Giles]

Removed 1 pixel border now that the Direct3D code is properly setting

texture clamping. This should get rid of the gaps in the Darius

layout, which were caused by bilinear filtering the last pixel on the

screen with the black pixel border. [Aaron Giles]

Fixed -effect none to longer produce an error message. [Aaron Giles]

Removed the VIDEO_PIXEL_ASPECT_RATIO_* flags for drivers. These flags

were used inconsistently, and can be effectively computed if

necessary from the screen width/height and orientation. [Aaron Giles]

Changed the on screen display so that pressing ENTER resets a value

to its default. [Aaron Giles]

Moved all options to a single central location in windows/config.c.

Cleaned up and reordered the options more logically. [Aaron Giles]

Rewrote windows.txt to reflect all of the new options and to update

the behavior of existing options to match the current implementation.

[Aaron Giles]

0.106u11

--------

MAMETesters Bugs Fixed

----------------------

kikstart0106u7gra [Canim]

Source Changes

--------------

Changed XML output so that BIOS sets, ROM sets, and disks are output

in the defined order. [MadSkunk]

Fixed a couple of bugs in the new screenshot taking code.

[Nathan Woods]

Improved memory map and clock speeds for the MPU4 driver. [El Condor]

Moved clipping into the core, rather than relying on the OSD layer to

do the work. Removed the PUSH_CLIP and POP_CLIP primitives as they

are no longer necessary. Added U/V coordinates to the primitives.

[Aaron Giles]

Fixed the rendering order so that overlays mixed with backdrops work

as expected. Note that over-rendering backdrop pieces (like gollygho

does) may not be supported in the future. [Aaron Giles]

Changed DirectDraw behavior so that it will render to an offscreen

system memory buffer if any blending is required, thus providing

access to all the effects with a bit of slowdown in those cases.

[Aaron Giles]

Added a new command line option: -effect <filename>, which specifies

a PNG file that is loaded and used as an RGB multiply overlay. This

allows for scanline and RGB aperture mask effects. These overlays

rotate with the game screens and only affect the game screens, not

any of the other artwork. They also only run at the raw resolution

of the render_target. This means in Direct3D or GDI modes, they

map 1:1 to the pixels on your screen. In DirectDraw mode, they map

1:1 to the source pixels of the image (for DirectDraw, you can use

-prescale n if you want an n:1 mapping; for example, you would

probably want -prescale 2 if using a 2-pixel-tall scanlines overlay).

[Aaron Giles]

Added brightness, contrast, and gamma controls per-screen in the

on-screen display section of the UI. This requires a change to the

OSD rendering code to use lookup tables when copying RGB data to

textures. Default values can be specified via the -brightness,

-contrast, and -gamma command line/configuration options. Note that

these options only affect screen areas of the final output and have

no effect on artwork or the UI. The values configured in the OSD are

saved in the config file for each game. [Aaron Giles]

Added full screen equivalents of the brightness, contrast, and gamma

controls. Unlike the screens-specific options, these only work in

full screen mode using DirectX, and apply globally, affecting

artwork and user interface as well. They are controlled via the

-full_screen_brightness, -full_screen_contrast, and

-full_screen_gamma options. [Aaron Giles]

Added generic pen changing notification callbacks to the palette

system. [Aaron Giles]

Removed vector intensity controls as they are redundant with the new

contrast controls. [Aaron Giles]

Added X and Y offset/scale controls for each screen. This allows you

to control the actual position of the screen within its container. In

order to see beyond the game-configured visible area, the game must

have set up the screen size to be larger than the core visible area.

The Williams drivers have been updated as an example. Eugene Jarvis

mentioned that if you adjust your monitor, you can see the stack in

Robotron off to the right, and now you can in MAME as well. The values

configured in the OSD are saved in the config file for each game.

[Aaron Giles]

Changed logic so that no rendering apart from the UI happens before

MAME is in a running state. Until that time, a single pixel border

will be displayed around the edges of each screen. [Aaron Giles]

Added option_get_int_range() and option_get_float_range() functions

which do added range checking on parameters, rather than requiring

the callers to do the work. Also changed the behavior on options

parsing failure to set to the default value rather than defaulting

to 0. [Aaron Giles]

Changed behavior of secondary windows so that they are not created

as children of the primary window. Please re-verify that multiple

screens still work with this change on your setup. [Aaron Giles]

Added new video option to move the user interface to secondary

screens. The selected screen is saved in the video configuration.

[Aaron Giles]

New clones added

----------------

Emeraldia (World) [brian Troha]

New games marked as GAME_NOT_WORKING

------------------------------------

Magic Fly [Roberto Fresca]

7 e Mezzo [Roberto Fresca]

0.106u10

--------

MAMETesters Bugs Fixed

----------------------

coininputs0106u6gra [Canim]

champbwl0106u9gre [Pierpaolo Prazzoli]

Source Changes

--------------

Added dual screen support for the Dynax games, TX1, RockMS, some of

the Nichibutsu mahjong games, and Subs. [David Haywood]

Complete DIP switches for Pairs Love. [Roberto Fresca]

Some misc bugfixes to the Taito JC system. [Ville Linde]

Cleaned up screenshot taking code, and re-connected the debugger

command that created them. [Nathan Woods]

Added save state support to the centiped driver. Enabled save

states in the minivadr, zaxxon drivers. [buddabing, Aaron Giles]

Fixed PIA addressing regression in the Atari computer driver.

[Nathan Woods]

Added rudimentary progress displays during ROM loading and graphics

decoding so you have something to look at instead of a black screen.

[Aaron Giles]

Added support for remembering the selected view, rotation, and

artwork enabled states in the game's cfg file. [Aaron Giles]

The renderer no longer displays non-UI elements prior to

initialization. [Aaron Giles]

Fixed keyboard LEDs so they work again. [Aaron Giles]

Added back support for full screen brightness correction.

[Aaron Giles]

Added support for +/- keys in the palette view. Added "tick marks"

when a large number of palette or gfx entires are displayed to

indicate which row/column the header refers to. [Aaron Giles]

Made the UI keys for navigating the graphics/palette viewer

configurable. [Aaron Giles]

Fixed inheriting of artwork files from parent. [Aaron Giles]

Updated dotron, skydiver, spacewar, gorf, atarifb, sspeedr, gollygho,

and spyhunt drivers to support the new artwork system. [Aaron Giles]

Made all solid single-color overlays standard pieces that can be

easily reused. [Aaron Giles]

Converted all the internal layouts into .lay files and updated all

remaining drivers to use the new layouts. [Aaron Giles]

Updated -listxml output to display information for multiple screens.

[Aaron Giles]

New clones added

----------------

Cruisin' World (version 2.4) [Aaron Giles]

0.106u9

-------

Source Changes

--------------

Fixed Address Error in Pairs Love (simulated 'buffered ram'

protection?) [David Haywood]

Fixed Address Error in Grand Cross Pinball (it's caused by the

sound IRQ..but the music player was ripped out by Aaron ages ago,

related?) I've disabled the IRQ rather for now rather than making

a new sound core. [David Haywood]

Fixed crash in debug builds running the Deco MLC games.

[David Haywood]

Updated the Tecmo Bowl, Gaelco 2, X-Men 6p, and Megatech drivers to

support dual screens. [David Haywood]

Changed VIDEO_UPDATE to return a set of flags. Only one flag is

currently defined, indicating that video has not changed at all

since the previous update. Most drivers should just return 0.

[Nathan Woods]

Changed the MSM5205 ADPCM decoder to no longer perform bounds

checking to prevent the signal from overflowing. The MSM5205 data

sheet clearly states that this isn't the case, and there is no

overflow protection in the chip. Also, the chip's internal DA

converter is just 10-bit, even if the processed signal is 12-bit.

[Nicola Salmoria]

Sega Model 2 driver update: [Ville Linde]

- i960 bugfixes

- SHARC improvements and bugfixes

- Added HLE of the geometry DSP for now

- Moved video hardware emulation to vidhrdw/model2.c and added

preliminary 3D graphics emulation

Taito JC driver update: [Ville Linde]

- Improved M68040 FPU emulation

- Improved the TMS320C51 core

- Added 2D graphics emulation

- Added inputs to all games

- Properly hooked up sounds in all games

Added "fast forward" function (defaults to the INSERT key). While

holding this key down, the frameskip is temporarily maxed out and

throttling is turned off. This is useful for skipping over parts of

the emulation. [Aaron Giles]

Fixed some glitchiness in font displaying where they would switch in

and out of scaled modes due to rounding errors. [Aaron Giles]

Cleaned up handling of layout dependencies in the makefile.

[Aaron Giles]

Fixed bug when clipping quads in Direct3D mode. [Aaron Giles]

Flipped Punchout and Playchoice drivers so that screen 0 is the

"main" screen. [Aaron Giles]

Added "left half" and "right half" to the Darius layouts so you can

stretch three screens over two, though you need to explicitly set

them either in the UI or using the -view0 and -view1 parameters on

the command line. [Aaron Giles]

Changed the initial UI screens to only compute their text a single

time. This reduces the CPU usage greatly when displaying some of the

"game doesn't work" warnings. [Aaron Giles]

Added support for pausing/unpausing while showing graphics and

tilemaps. [Aaron Giles]

Added get/set calls to control layers on a per-target basis. This

allows for dynamic control of visibility of artwork layers and the

option to crop to the screen. Added menu items to control these

options. [Aaron Giles]

Removed options.use_artwork from the global options. This is now

directly configured by the OSD layer. [Aaron Giles]

Fixed edge case where the extra pixel on non-wrapping textures would

sometimes lead to exceeding the maximum texture size. [Aaron Giles]

Added concept of maximum texture size to the core renderer to prevent

giant textures from being requested if the OSD layer can't handle

them. [Aaron Giles]

0.106u8

-------

MAMETesters Bugs Fixed

----------------------

listxmlvaridation0106u7ora [Aaron Giles, VGR]

screenshot0106u5ora [Aaron Giles]

Source Changes

--------------

Changed -listxml to accept a wildcard gamename like most other

frontend options to limit which games are output.

[Aaron Giles, Buddabing]

More generic 6840 module improvements. [El Condor]

Moved MESS-specific Atari FDC code into a MESS specific file, in

addition to fixing bugs. [Nathan Woods]

Updated the Psikyo4 and Backfire drivers to support multiple

screens. [David Haywood]

Moved some common code into taito_en.c (taito ensoniq sound system).

[David Haywood]

Added 16-bit color support for the DirectDraw renderer (only used if

switchres is off or in a window). Fixed 16-bit line rendering in the

software rasterizer. [Aaron Giles]

Fixed ddraw bug where switching views sometimes didn't clear out the

edges of the screen. [Aaron Giles]

The UI is now limited to a single screen. [Aaron Giles]

Reimplemented the palette/graphics/tilemap viewer. It is still

connected to F4, but works differently. To switch between modes,

press the ENTER key. Here are the new keys in each mode:

* Palette/colortable mode:

[ ] - switch between palette and colortable modes

up/down - scroll up/down one line at a time

pgup/pgdn - scroll up/down one page at a time

home/end - move to top/bottom of list

enter - switch to graphics viewer

* Graphics mode:

[ ] - switch between different graphics sets

up/down - scroll up/down one line at a time

pgup/pgdn - scroll up/down one page at a time

home/end - move to top/bottom of list

left/right - change color displayed

r - rotate tiles 90 degrees clockwise

- + - increase/decrease the number of tiles displayed per row

enter - switch to tilemap viewer

* Tilemap mode:

[ ] - switch between different tilemaps

up/down/left/right - scroll 8 pixels at a time

shift+up/down/left/right - scroll 1 pixel at a time

control+up/down/left/right - scroll 64 pixels at a time

r - rotate tilemap view 90 degrees clockwise

- + - increase/decrease the zoom factor

enter - switch to palette/colortable mode

Note that both graphics and tilemap modes only display data at an

integral scale factor so you are limited based on the resolution of

your render target. For -video ddraw, you can get more pixels by

using -prescale to scale the screen. For -video d3d, the render

target is at your screen's native resolution already. [Aaron Giles]

Improved scaling calculations when running with -video ddraw and no

hardware stretch to better approximate the real aspect ratio.

[Aaron Giles]

Added more internal texture reference tracking to ensure that stale

data is not being referenced if the OSD layer holds onto a render

list. [Aaron Giles]

Moved cygwin-specific compiler options to windows.mak. [Aaron Giles]

Removed screen aspect ratio specification from the machine driver.

This information is now provided by the render/view system. Games

with odd aspect ratios should include a game-specific layout to

position the screens. [Aaron Giles]

Screenshots are now properly rotated again. Also, MAME now saves one

screenshot per visible screen for multi-screen games (i.e., cyberbal

will write two PNGs per snapshot taken if both screens are visible).

[Aaron Giles]

Changed the way built-in layouts are handled. There is now a new

layout directory in the source which contains actual .lay files.

These are converted at compile time into .lh files which are

#included by various drivers and then referenced. The built-in set

of horizontal, vertical, and dual screen layouts are also handled

this way now instead of being dynamically generated. In order to

support things like "native" aspect ratios, a limited form of

variable substitution is now done on most of the XML attributes when

they are read. [Aaron Giles]

Improved default layout selection. For multiscreen games on a single

monitor, the default layout will show all screens at the same time.

For multiscreen games on multiple monitors, the default layouts will

select one screen per game. [Aaron Giles]

Converted the punchout driver to a proper dual screen game. Rewrote

the video portion to use tilemaps. [Aaron Giles]

Added dual screen support to the PlayChoice 10 and vsnes drivers.

[Aaron Giles]

Added MDRV_DEFAULT_LAYOUT to specify a default layout at the machine

driver level. [Aaron Giles]

Added triple screen support to the Darius and Ninja Warriors drivers,

and dual screen support to the Warrior Blade driver. [Aaron Giles]

Fixed palette for games which were using palette_set_brightness.

[Aaron Giles]

Changed logic so that trying to run more screens than you physically

have in full screen mode will just display as many as will fit rather

than fighting to put multiple full screen displays on a single

monitor. [Aaron Giles]

Added optimizations to figure out the minimal set of screen areas

to clear, even with complicated views and multiple screens.

[Aaron Giles]

0.106u7

-------

MAMETesters Bugs Fixed

----------------------

namcond1_0106u3yel [Aaron Giles]

Source Changes

--------------

Improvements to the Sang Ho driver, making them somewhat playable.

[David Haywood, Tomasz Slanina]

Fixed off-by-one drawing error in the Pasha Pasha 2 driver.

[Pierpaolo Prazzoli]

Fixed some instruction forms in the 6309 diassembler to consume

the correct number of bytes. [Nicola Salmoria]

Added back support for DirectDraw. Unlike the old support, this

requires DirectX 7 or later. There is now a new option to control

what video system is being used for rendering. Use -video d3d to use

Direct3D. Use -video ddraw to use DirectDraw. And use -video gdi to

force the use of GDI for rendering. Also added back the -hwstretch

option to control whether or not DirectDraw does stretching. Added

support for the -prescale option when using DirectDraw as well. It

should also work ok with multiple screens. [Aaron Giles]

Added a compile-time option to rendersw.c to prevent reads from the

destination. This removes the ability to do a number of blends and

effects, but allows you to point the software renderer at a video

memory target and not kill performance. It also improves performance

of software rendering in general by avoiding expensive alpha blending

operations. [Aaron Giles]

Improved font logic so that small fonts are scaled more appropriately

at low resolutions. It's not perfect, but works well for most games

when running with the new DirectDraw option, which always renders

games at minimum resolution. [Aaron Giles]

Fixed bug that messed up partial updating. Hopefully it all should be

back to normal again. [Aaron Giles]

0.106u6

-------

MAMETesters Bugs Fixed

----------------------

wboysys2_0106u4gra [Canim]

Source Changes

--------------

Minor fix for x64 compilation support with MSVC. [Malice]

Updated astdelux and omegrace built-in overlays for the new render

system.

Fixed inputs in the mcr68 drivers. [Peale]

Fixed new debugger support for custom register lists.

[Tim Schuerewegen]

Added workaround to make the V60 core work properly on GCC 4.x

(tested on 4.1.1). [R. Belmont]

Fixed the drc blitters better. [Olivier Galibert]

Improvements to Polygonet Commanders: [R. Belmont]

* Fixed Z80 IRQ/NMIs to go to the right CPU again

* Modernized memory map

* Added network status bit, so the initial test passes well enough

to make the DSP56k crash on unimplemented opcodes

Miscellaneous cleanups to the Atari/Max-A-Flex driver, attempting to

modernize it. [Nathan Woods]

Updated Sega multi-32 driver to support multiple screens.

[Aaron Giles]

Backed off of the multithreading for the moment in order to focus on

getting the rest of the kinks out of the new renderer. All the

infrastructure is still in place and can be re-enabled by flipping

the ENABLE_THREADS flag in window.c. [Aaron Giles]

Added support for "stretch to fit" when configuring a render target.

Added back the "-keepaspect" option as a result. [Aaron Giles]

Added clamping to the prescale effect so that it doesn't try to

create excessively large textures. Explicitly reset render states so

that the prescale step is not filtered. Fixed StretchRect usage so

that it doesn't filter on some video cards. [Aaron Giles]

Fixed behavior of pixel aspect ratio when configuring render targets

(was correcting in the wrong direction). [Aaron Giles]

Moved thread priority logic out of ticker.c and into winmain.c where

it really belongs. [Aaron Giles]

New games added or promoted from NOT_WORKING status

---------------------------------------------------

Pasha Pasha 2 [Pierpaolo Prazzoli]

Rock Tris [Pierpaolo Prazzoli]

Mahjong X-Tal 7 / Mahjong Diamond 7 [Luca Elia]

Janputer '96 (Japan) [Luca Elia]

Watashiha Suzumechan [Luca Elia]

New clones added

----------------

Space Fury (revision B) [Highwayman]

Double Point (Dong Bang Electron) [David Haywood]

New games marked as GAME_NOT_WORKING

------------------------------------

Red Corsair [David Haywood]

Puzzle Star? (Sang Ho) [David Haywood, Tomasz Slanina]

Sexy Boom [David Haywood, Tomasz Slanina]

Super Free Kick [David Haywood]

High Seas Havoc [David Haywood]

Bombs Away [David Haywood, Andrew Gardner]

0.106u5

-------

WARNING: Starting with this version, the MAME windows run on a

separate thread. There may be issues relating to this, especially

when running unthrottled. If you see any crashes or odd behavior

under normal operation, be sure to report it to

http://mametesters.org.

MAMETesters Bugs Fixed

----------------------

cheat_menu0106u3ora [Aaron Giles]

cheat_file_option0106u3ora [Aaron Giles]

Source Changes

--------------

Cleaned up decocass driver: [Juergen Buchmueller]

- All hardcoded tables are gone now

- cexplore.pro 32 byte PROM reverse engineered

Fixed windows.mak to support 64-bit builds. [Malice]

Fixed bug where the gamename was reallocated out from under us by

the new config system. [Nathan Woods]

Added the ability to specify a callback when a given option is

parsed. This is used on the MESS side to add system-specific

command line options. [Nathan Woods]

More generic 6840 improvements. [El Condor]

Some improvements to the Pasha Pasha 2 driver. [Pierpaolo Prazzoli]

Added experimental OSD locks: [Aaron Giles]

- osd_lock_alloc() allocates a lock

- osd_lock_acquire() acquires a lock, blocking until success

- osd_lock_try() tries to acquire a lock and returns whether or

not it succeeded

- osd_lock_release() releases a lock

- osd_lock_free() frees memory used by a lock

If the OSD layer is not using multiple threads, these can just be

stubbed out (return TRUE for osd_lock_acquire and fake the rest).

Fixed ESC key not cancelling out of initial UI screens. [Aaron Giles]

More rendering changes/fixes: [Aaron Giles]

- Added new render_view_item_get_state() function to return the

state of a given item

- Changed render_target_get_primitives to return a new structure

render_primitive_list, which contains the list of primitives

along with an osd_lock which must be held while the list is

being traversed

- Added "Rotate View" option to the video menu for dynamic in-game

rotation

- Moved window creation and management to a separate thread; this

means all software rendering and all Direct3D calls are done on

a separate thread from the main game, and will take advantage of

multiple CPUs/dual cores

- Changed throttling behavior to skip rendering if we are already

pending; this makes for a better "fast forward" effect

- Added -prescale option to pre-scale the game bitmaps before

rendering to the screen; this helps get rid of the "fuzzy" look

when running with -filter enabled, at the expense of some speed.

Note that only integral values are currently supported (no "auto")

New games added or promoted from NOT_WORKING status

---------------------------------------------------

Hard Times [Pierpaolo Prazzoli]

0.106u4

-------

MAMETesters Bugs Fixed

----------------------

atarigt0106u3red [Aaron Giles]

bestmatch0106u3ora [Aaron Giles]

midyunit0106u3red [Aaron Giles]

Source Changes

--------------

Added new function mame_debug_is_active() which can be used by

core code to identify when we are paused in the debugger.

[Aaron Giles]

Fixed crash when passing an invalid driver name on the command line.

Centralized the approximate matching logic into driver.c so other

ports can use it as well. [Aaron Giles]

Now properly extracting path from driver name and adding it to the

rompath so that drag & drop of ZIP files works once again.

[Aaron Giles]

More renderer updates: [Aaron Giles]

- Fixed feature detection bug that led to false-positive warnings

when starting up

- Removed extra vertex padding since some graphics cards could not

cope with it

- Added shims to support both Direct3D 9 and Direct3D 8; D3D9 is

the default, with an automatic fallback to d3d8 if not available

- New option -d3dversion can be used to specify preferred version

for testing

- Added 1 pixel black border around all textures to ensure filtering

on some cards doesn't result in garbage at the edge of the screen

- Enabled "do not wait" feature when unthrottled and using D3D9; this

greatly speeds up unthrottled games, but seems to only work in

full screen mode

- Switched from triangle fans to triangle strips

- Ensured that render states are only being set minimally

- Added code to reset the device if lost, allowing application

switching out of full screen mode and fixing multi-monitor mode

with resolution switching

Added new function verbose_printf() which is used instead of checking

the verbose global to print information to the screen. Changed all

locations that were checking the global to use this new function.

[Aaron Giles]

New games added or promoted from NOT_WORKING status

---------------------------------------------------

Card Line [Tomasz Slanina]

0.106u3

-------

WARNING: As of this build, the new rendering system is enabled by

default. The primary focus at this point is compatibility, not

performance. Compared to the old -ddraw system, it will appear

slower when fully unthrottled because there is not a good mechanism

to skip the render if the graphics hardware is still busy like we

used to do. If you have any trouble getting a correct display or

if you get warning messages printed out when starting MAME, please

post about them on http://mametesters.org.

SECONDARY WARNING: The command line and INI parsing code was

rewritten. If you notice any problems with handling of parameters

in either case, please report the bugs on http://mametesters.org.

MAMETesters Bugs Fixed

----------------------

colmns970105gra [Mariusz Wojcieszek]

Source Changes

--------------

Added a size parameter to osd_free_executable(). [Olivier Galibert]

Fixed flash rom writes in dgpix games. [Pierpaolo Prazzoli]

More fixes/improvements to jalmah.c DIP switches: [Roberto Fresca]

Kakumei:

- Added flip screen DIP switch.

Daireika, urashima & mjzoomin:

- Added flip screen DIP switch.

- Fixed test/service DIP switch.

- Fixed complete coinage.

Added save state support to the 1942, 1943 and 1945kiii drivers.

[Lee Mitchell]

Fixed blitters to work with 15-bit direct RGB modes. [Nathan Woods]

Refactored resource tracking code, auto_malloc(), auto_strdup()

etc into a separate module, restrack.c. [Nathan Woods]

Moved large stack buffers into heap buffers to work better on systems

with small stacks. [Lawrence Gold]

Fixed a subtle auditing issue when both parents and clones had

NO_DUMP ROMs in their manifests. [Hobbes@Play]

Tweaks to the MSVC compiler support: [AtariAce]

- Removed _MSC_VER specific #pragmas in nec.c

- Removed _MSC_VER specific #include <malloc.h> in winprefix.h

- Changed makefile to bootstrap vconv.exe with cl instead of gcc

- Changed calls to lib to use link /lib instead

- Updated vconv to only use /arch:SSE2 for VC71 and later

- Cleaned up the profiler code in winmain.c

- Removed the direct dependency of MAME on shell32 has been

- Tweaked a couple of preprocessor definitions so we compile as far

back as MSVC 5.0

Massive DIP switch update to the following drivers: actfancr,

aliens, angelkds, argus, asuka, bwing, compgolf, cop01, dblewing,

dec8, dogfgt, dooyong, fuukifg2, homedata, jcross, kaneko16, m92,

mainevt, megasys1, metro, ms32, nmk16, paradise, seta, seta2,

shisen, snk, ssv, system1, taito_b, taito_f2, taito_l, tecmo,

thedeep, thepit, ultraman. [brian Troha, Guru, Yasuhiro Ogawa]

Added code in the debug build to put random data in allocated memory.

[Aaron Giles]

Removed remaining chunks of x86 assembly code, as well as references

to NASM in the makefiles. [Aaron Giles]

Rewrote the options parsing code to be more flexible and generic.

A new core source file options.c provides the ability to add and

maintain a database of key/value pairs, which can be queried at

runtime. Reconnected all existing frontend options through this code.

Bounds checking on options for the old renderer is pretty loose, and

several more complicated options have been disconnected as a result.

If you are still running with the old renderer, be careful.

[Aaron Giles]

Reorganized fronthlp.c to be one step closer to universal. One more

layer of abstraction and hopefully it will be able to move up into

the core. [Aaron Giles]

New options to control multiple screens in the new renderer:

[Aaron Giles]

-numscreens specifies how many windows to create

-screen0/screen1/... specifies the name of the screen for each window

-resolution0/resolution1/... specifies resolution for each window

-aspect0/aspect1/... specifies aspect ratio for each screen

-view0/view1/... specifies starting view for each screen

Deprecated osd_skip_this_frame() with the new renderer. osd_update()

now returns TRUE if it wants to skip the following frame. [Aaron Giles]

Fixes to the new rendering system: [Aaron Giles]

- Enabled new renderer by default

- Fixed crash at startup due to uninitialized memory

- Fixed crash at shutdown due to incorrect shutdown order

- Fixed rendering of 15-bit direct RGB games

- Fixed weird frameskipping issues

- Fixed off-by-one error on visible area

- Added proper clipping of quad primitives

- Optimized the clearing step to avoid redundant drawing

- Brought software-only case up to support all major blending types

- Added support for -filter option

- Reconnected snapshots, though they are unrotated and screen 0 only

- Fixed several UI problems with new video options menu

- More strongly defined the blending modes to produce correct effects

- Added a flag to indicate textures that are of screen bitmaps

New games added or promoted from NOT_WORKING status

---------------------------------------------------

Mario Lemieux Hockey (Mega-Tech) [David Haywood, Guru]

Highway Chase (Cassette) [David Widel, Juergen Buchmueller]

Critter Crusher [Mariusz Wojcieszek, gbluma]

Daikaiju no Gyakushu [Tomasz Slanina, Guru]

New clones added

----------------

Turtle Ship (North America) [brian Troha]

0.106u2

-------

IMPORTANT NOTE: The video system in this version has been completely

upended and redesigned. The old video system is still the default;

however, some features may be broken. These are not bug-worthy

reports, as the old system will soon be deprecated. The new system

can be compiled by setting the NEW_RENDER flag on in the makefile.

THE NEW SYSTEM IS STILL WORK-IN-PROGRESS! Apart from video card-

related issues (like it doesn't work on particular hardware or has

an incorrect display), bugs are not being tracked at this time.

There is already a laundry list of things that are broken at the

top of render.c, and there are many other things that still need

to be looked at.

In order to run the new video system with hardware acceleration,

your machine will require DirectX 8 or later.

MAMETesters Bugs Fixed

----------------------

suchipi0106u1gra [Roberto Fresca]

Source Changes

--------------

Added support for circular buffering in the SHARC core, and fixed

several minor bugs. [Ville Linde]

Added color PROM support for Nintendo's Sheriff driver.

[stefan Jokisch]

Discrete sound updates: [Derrick Renaud]

- Typedef'ed external discrete sound structures to follow current

structure use. Statically defined their use in most drivers to

stop name pollution.

- Created new DISCRETE_555_VCO1 module. This is the 555&Op-amp

oscillator circuit used by Borderline.

Added the new video rendering system. A new file render.c contains

the bulk of the logic. Major changes include: [Aaron Giles]

- The OSD layer is now responsible for allocating one or more

render_targets at osd_init time. The old osd_create_display

and osd_close_display calls are not used with the new system,

so initialization must take place at osd_init time.

- The old osd_update_video_and_audio call has now been replaced

with a simple osd_update call. This update call passes a

mame_time to the OSD layer, which is the current emulated time.

Throttling and speed calculations should use this time instead

of the framerate.

- osd_update is responsible for calling the render system to

request a list of primitives to be drawn on each render_target

for the current frame. The primitives are simple and include

clipping rectangles, lines, and rectilinear quads only.

- If it wishes, the OSD layer can call back to a software

rasterizer in MAME. The rasterizer code is provided as an

include module so it can be tuned and optimized for platform-

specific video modes. See windows/rendsoft.c for a usage

example.

- There is a new layout file format .lay, which is XML-based and

which replaces the old .art files. The .lay files describe how

to render to a render_target. Each layout file can contain

multiple "views", which describe one of many ways the various

elements can be drawn. These views can be selected at runtime

via the new "Video Options" menu.

- The built-in UI font can be overridden with any .BDF font. Simply

name the .BDF file "ui.bdf" and place it in the MAME directory.

If you run at decent resolutions, you should choose a large

point size for this font so that the scaled results look nice.

- The windows implementation uses Direct3D 8 as the preferred

mechanism for rendering. By default, it will render at the

current resolution, rather than switching resolutions as before.

This can be changed by adding -switchres to the command line.

- There are still a number of imperfect/incomplete features with

the new renderer, which is why it is not on by default. An

incomplete list is given in render.c.

New clones added

----------------

WWF: Wrestlemania (rev 1.20 08/02/95) [Corrado Tomaselli]

Heavy Smash (Asia version -4) [Corrado Tomaselli]

Mad Alien (Highway Chase) [stefan Jokisch]

New games marked as GAME_NOT_WORKING

------------------------------------

Pasha Pasha 2 [Pierpaolo Prazzoli]

Trivia Madness [Pierpaolo Prazzoli]

0.106u1

-------

IMPORTANT NOTE: Major video-related changes are beginning in the

system. Attempts will be made to keep the existing video code

working to a large degree, but some features may be broken or

working improperly until the video changes are complete. Most

notably, in this release, RGB effects are broken for non-Direct3D

blitting. For the moment, do not report anomalies or problems in

the video system. If you like a nice, stable MAME, please stick

with the 0.106 release. You have been warned.

MAMETesters Bugs Fixed

----------------------

gladiatr0105u4gra [Don Maeby]

Source Changes

--------------

Updates to the taito_x driver: [AWJ]

- fixed sound problems in twinhawk

- fixed a couple of dipswitch mistakes introduced recently

- added PORT_DIPLOCATIONs for superman and twinhawk

Improved MSVC compiler support: [Nathan Woods]

- modified vconv to support multiple versions of MSVC based on

version info

- added support for more parameter translations

- makefile now displays compiling and linking messages when

building vconv

Converted the Windows blitters to use the DRC engine for

generation. RGB effects are officially broken with this change.

[Nathan Woods]

Fixed a bug that caused a crash when the -debugscript command line

option was used with an invalid filename. [Nathan Woods]

Corrected the ordering of the DIP_PORTLOCATION() macros to be

consistent. Multi-bit DIP switches should be specified in LSB-

first order. Added a comment to this effect in inptport.h.

[AWJ, Aaron Giles]

Fixed background color in the Deco cassette games.

[Nicola Salmoria]

Fixed potential crash in the micro3d driver. [MamePlus!]

Improvements to CHD-CD support: [R. Belmont]

- additional RAW CD sector conversion support, so a game can request

e.g. 2048-byte data sectors from a RAW CHD-CD and still get the

right data

- reversed CHDMAN error message - now non-RAW CHD-CDs are deprecated

- susume now uses a RAW CHD-CD read directly from an original pressed

Konami disc

Some improvements to the Polygonet Commanders driver: [Andrew Gardner]

- adds change_PC() calls to the dsp56k core

- removed hacky dsp56k initialization, enabling, and disabling

- added preliminary implementation of banking hardware tied to the

dsp56k in Polygonet Commanders

Fixed MSB accesses and latch reading in the 6840 emulator. [El Condor]

Improved N64 audio output: [R. Belmont]

- rewrote Audio Interface as a stereo DMADAC (which it actually is),

greatly simplifying the code along the way

- fixed AI interrupt semantics

Changed a number of games that were incorrectly using IPT_LIGHTGUN

to use IPT_AD_STICK instead. [Aaron Giles]

Some preparations for proper multiple screen support. The

visible_area and refresh_rate values in the Machine structure are

now defined as arrays (1 per screen). The machine_config structure

has been altered as well, removing the following fields:

frames_per_second

aspect_x, aspect_y

screen_width, screen_height

default_visible_area

vblank_duration

These are all stored per-screen in a new screen_config structure.

[Aaron Giles]

Reorganized the user interface code to better support the new render

system. [Aaron Giles]

0.106

-----

Source Changes

--------------

Fixed vconv.exe so it doesn't use options that have been deprecated

in MSVC 2005. [Aaron Giles]

Fixed crash in the model3 games introduced by cleaning up empty ROM

regions. [Ville Linde]

0.105u5

-------

MAMETesters Bugs Fixed

----------------------

memory0105u4red [Aaron Giles]

Source Changes

--------------

Cleaned up the freekick.c driver [sonikos]:

- added 2nd button in gigas/gias2m/oigas

- matched the Z80 chip mhz to the "confirmed" mhz of gigas

Extended the gfxlayout structure to support "extended" arrays of

x and y offsets. These are used for layouts that are larger than

32x32. This enables the standard structure to be smaller for the

vast majority of games that don't require huge graphics decodes.

The end result is that the MAME .exe is ~3MB smaller.

[Atari Ace, Aaron Giles]

Added some Amiga enhancements needed for MESS Amiga and CDTV

drivers. [Dirk Best]

Removed non-existant 3rd & 4th player controls from deadconx.

[Don Maeby]

Improvements to the MACS driver: [Tomasz Slanina]

- fixed a couple of gfx bugs in st0016 video emulation

- added hacks to allow MACS games to boot

- removed REGION_DISPOSE flag from srmp5 and speaglsht (no more

crashes)

Fixed/improved DIP switches in the powerbal.c, konamigx.c, and

gsword.c drivers. [Twisty]

More improvements to the BFM driver and the 6840 timer emulation.

[El Condor]

Improvements to the x86 drc engine and the Windows blitters:

- Blitter CPUID features now accessed by drc_x86_get_features() call

- Added win_blit_init(), to initialize the blitter

- Changes to DRC to support usage for things other than CPU cores

- Fixed drc_dasm() so it works once again

- Added macros for a number of MMX/SSE instructions

- Added a number of MMX/SSE instructions to the i386 disassembler

Actually applied the Marine Date fixes which were mentioned in a

previous u release. [Aaron Giles]

Added experimental support for building using Visual C++ 2003/2005.

To do this, you still need the mingw environment (ironically) because

we rely on the mingw make system to call out to the MSVC compilers.

Set the variable MSVC_BUILD=1 on the command line or by modifying

windows.mak, and it will build using the Microsoft compilers. This

works through the use of a stub program vconv.exe which translates

gcc options into MSVC options. As a bootstrapping measure, vconv.exe

is compiled at the start of a clean build by mingw. Most of the

standard build options just work (SYMBOLS, MAP, DEBUG, etc). If you

have a beefy computer, you can also set MAXOPT=1 and use link-time

code generation for maximum optimization effect. :) [Aaron Giles]

Added preliminary support for 64-bit targets. A new makefile define

PTR64 should be set if you are compiling for a 64-bit target. This

propogates a PTR64 define into the C files as well. Made the makefile

smart enough to auto-disable the drc cores for 64-bit, and removed

most of the roadblocks to a 64-bit build, apart from the assembly

blitters, which are currently undergoing a rewrite. [Aaron Giles]

New games added or promoted from NOT_WORKING status

---------------------------------------------------

Hidden Catch 2 [Pierpaolo Prazzoli, Guru]

Fishing Maniac 3 [Pierpaolo Prazzoli, Guru]

Yu-Ka [Tomasz Slanina]

Yu-Jan [Tomasz Slanina]

New clones added

----------------

Greyhound Selection (Version 40.02TMB) set 2 [brian Troha]

Greyhound Poker (3 new sets) [brian Troha]

New games marked as GAME_NOT_WORKING

------------------------------------

Master Boy [David Haywood]

Intersecti [David Haywood]

0.105u4

-------

MAMETesters Bugs Fixed

----------------------

invaders0105u2gre [Giuseppe Gorgoglione]

taitosj0105u3yel [Aaron Giles]

wardner0105u3red [Aaron Giles]

Source Changes

--------------

Nintendo 64 system improvements: [Ville Linde, Ryan Holtz]

- Fixed a major bug in the RSP core

- Rewrote the PIF handling

- Slightly improved triangle rendering

Added a NULL check on memory_set_bankptr(), memory_configure_bank()

and memory_configure_bank_decrypted(). [Nathan Woods]

Added support in the debugger memory window to change the number

of bytes displayed per row. [Andrew Gardner]

Started simulation of orlegend super / special protection.

[XingXing, ElSemi]

Fixed colors and music tempo in Perfect Billiard. [sonikos]

Cleaned up 6840 implementation and revised scorpion2 driver's

handling of unmapped regions. Also updated the MPU4 memory

map. [El Condor]

Major Toaplan 2 driver cleanup: [Quench]

- Added Knuckle Bash 2 (kbash2)

- Consolidated the Read/Write memory maps

- Fixed coin counters on a few games

- Raised the volumes on a few games

- Cleaned the inputs by:

Adding input inheritance and DIPSW locations

Added conditional dependance to DIPSWs where required

Fixing a few incorrect inputs here and there

Fixed/improved DIP switches in the m92, afega, tumbleb, and yunsun16

drivers. [Twisty]

Cleaned up the liberate.c driver. [sonikos]

Improved ARM7 thumb mode disassembler. [MooglyGuy]

Some improvements to Air Raid/Cross Shooter, but not playable

due to missing gfx roms. [Tomasz Slanina]

Fixed UI positioning when artwork is enabled. [Giuseppe Gorgoglione]

Big pile of updates/improvements to the ARM7 core thumb mode and

the PGM drivers. [David Haywood, ElSemi]

Improved OKI frequency in sslam and powerbls. [f205v]

More DIP switch improvements to m62.c, m72.c, ddragon.c. [Twisty]

Fixed bug in the debugger that would prevent you from typing a

command line longer than what was visible. [Aaron Giles]

Added a new tool jedutil, which will convert .JED files to binary

form and back again. [Aaron Giles]

Added new ROM region REGION_PLDS, which is designed to hold binary

dumps of PLD fusemaps (produced from .JED files by jedutil). Added

logic to -romident to automatically parse .JED files to identify them

against these binary dumps. Added PLD dumps to the Vindicators,

Batman, Pit Fighter, ThunderJaws, and Relief Pitcher drivers. More to

come shortly. [Aaron Giles]

Converted PLDs for catnmous and lazarian to the new binary format.

[Aaron Giles]

New games added or promoted from NOT_WORKING status

---------------------------------------------------

Tetris (D.R. Korea) [David Haywood]

Knuckle Bash 2 (bootleg) [Quench]

New clones added

----------------

Metal Slug 6 (Metal Slug 3 bootleg) [Mame32Plus]

Metal Slug 5 (JAMMA PCB) [Mame32Plus]

SVC Chaos - SNK vs CAPCOM (JAMMA PCB, set 2) [Mame32Plus]

Night Slashers (Over Sea Rev 1.2) [stefan Lindberg]

Double Dragon (World Set 2) [stefan Lindberg]

0.105u3

-------

MAMETesters Bugs Fixed

----------------------

mystston097u3yel [David Haywood]

decocass0105u2yel [Aaron Giles]

taitosj0105u2yel [Aaron Giles]

vicdual0105u2gre [Aaron Giles]

chqflag0105u2red [Aaron Giles]

Source Changes

--------------

Fixed and cleaned up the DIP switches in the dec0 driver.

[Roberto Fresca]

More improvements to the PGM video code. Also added hooks for halting

the sound CPU which allows ddp2 to boot. [David Haywood]

Fixed incorrect lightgun names. [Derrick Renaud]

Fixed Bonze Adventure levels 2 & 9. [bryan McPhail]

Refactored the 8530 CIA code from the Amiga into a separate module

and made it support both the 6526 and 8530 variants. [Nathan Woods]

Fixed/improved DIP switches in the megasys1, dietgo, and yunsun16

drivers. [Twisty]

Fixed some DIP switches and added controls for 2nd player in cocktail

mode in Lost Castle in Darkmist. [sonikos]

Fixed a number of issues in the Windows rendering code:

[Giuseppe Gorgoglione]

* fixed blit_vectors so it used the dirty pixel array in D3D mode

* fixed blit_vectors rotation issue for dirty pixels as well

* changed -full_screen_brightness to -full_screen_gamma

(which is a more correct description)

* changed -d3dfilter to be a boolean, since the other filtering modes

are either obsolete or not applicable to MAME

* removed limitations on windowing position so you no longer need to

be aligned on an 8-pixel boundary

* cleaned up a number of unused global variables

* improved multi-monitor support to work in GDI mode as well as in

non-full-screen modes

* added missing documentation for the -screen parameter

Fixed some remaining errors and inconsistencies in the content and

usage of MAME header files by comparing declarations against actual

definitions. Removed many orphaned/duplicate declarations. Added

#includes where appropriate, and moved a few declarations to another

file when they were in the wrong location. [Atari Ace]

Removed a number of unused ROM regions. Most (but not all) of the

empty ROM region warnings are now taken care of. Also uncommented/

added missing undumped ROMs/XORs in the Namco and CPS2 games.

[Aaron Giles]

More Amiga cleanups: [Aaron Giles]

* fixed dual playfield mode

* rewrote blitter code (fixes glitches in ar_bowl and others)

* changed Arcadia boot loading to use ROMtags instead of autoconfig

* swapped Kickstart 1.2 in for Arcadia BIOS (fixes ar_sdwr)

New games added or promoted from NOT_WORKING status

---------------------------------------------------

Puzzle Star [XingXing]

Marine Date [MAME32Plus]

Speed Up [Aaron Giles]

Up Scope [Mariusz Wojcieszek, Tomasz Slanina, Aaron Giles]

Greyhound Poker (Version 50.02) [Pierpaolo Prazzoli]

New clones added

----------------

The Pit (Bootleg) [brian Troha]

Amidar (Bootleg) [brian Troha]

Moon Cresta (bootleg set 3) [brian Troha]

Xexex (ver AAA) [Corrado Tomaselli]

New games marked as GAME_NOT_WORKING

------------------------------------

The Gladiator [David Haywood]

0.105u2

-------

MAMETesters Bugs Fixed

----------------------

raizing0105u1red [Ville Linde]

psbasedgames0105u1red [Nathan Woods]

Source Changes

--------------

Fixed Monster World DIP switches. [sonikos]

Fixed floating point rounding error in the PowerPC FPU. [Ville Linde]

Some more work on the Killing Blade protection. [El Semi]

Reorganized and cleaned up the PGM sprite drawing code a bit. Added

zooming support. [David Haywood]

Did some cleanup on the 6821 PIA functions, converting to new MAME

struct conventions and enforcing that configuration/initialization

happens only at init time. [Nathan Woods]

Fixed some unknown DIP switches in Galivan and Dangar Ufo Robo.

[Twisty]

Some improvements to Playmark's Roulette, though it still doesn't

quite work properly. [David Haywood]

Fixed Showdown start button. [Don Maeby]

Fixed sound frequency in Shocking. [brian Troha, Guru]

Fixes to Top Roller: [Tomasz Slanina]

- correct colors

- fixed gfx bugs

- better audio (added rom with samples)

There's still minor problem with fg text layer colors.

Made "This game doesn't work" text more explicit. [Olivier Galibert]

Added PAIR and PAIR64 as valid save state types. [Nathan Woods]

More Amiga/Arcadia system updates: [Aaron Giles]

- Rewrote autoconfig system to be more generically useful

- Cleaned up/rewrote the CIA emulation to be more complete

- Added dual playfield and sprite priority support

- Added collision detection support

- Tweaked COPPER timing to fix scores on Fast Break

- Shuffled the BIOSes so that the newer version is the default

New games added or promoted from NOT_WORKING status

---------------------------------------------------

Mang-Chi [David Haywood, Brian Troha]

New Hidden Catch [Pierpaolo Prazzoli]

New clones added

----------------

Abscam [David Widel]

Ms. Pac-Man (bootleg, encrypted) [David Widel]

Billiard Academy Real Break (Korea) [Corrado Tomaselli]

Carrier Air Wing (World 901009) [stefan Lindberg]

Plasma Sword (ASIA 980316) [Chris Hardy]

New games marked as GAME_NOT_WORKING

------------------------------------

Total Vice [Curt Coder]

Sega Ski Super G [R. Belmont]

Over Rev [R. Belmont]

Sliver [David Haywood]

Puck People [David Haywood]

0.105u1

-------

MAMETesters Bugs Fixed

----------------------

metmqstr0105yel [Aaron Giles]

Source Changes

--------------

Cleaned up the usage of includes/*.h files across the project, by

ensuring that:

1. All includes/foo.h files are annotated with comments describing

the source of the declarations.

2. Each source file so annotated also explicitly does an

#include "includes/foo.h" to ensure consistent definitions.

Along the way a number of inconsistent, irrelevant, and incomplete

declarations were removed/cleaned up. [Atari Ace]

Moved calls to ui_set_visible_area() into set_visible_area() to work

around timing problems when they are called at separate times during

a single frame. [Nathan Woods]

Updated CPS driver to more accurately draw tilemaps, based on

evidence from a board with mixed ROMs. [David Haywood]

Fixed crash bug in old debugger introduced in the last release.

[Olivier Galibert]

Added demo sounds DIP switch to Pig Newton. [Derrick Renaud]

Fixed DIP switches in gunmast, batlbubl. [brian Troha]

Added simulated sound for tumbleb2 and pangpang. [David Haywood]

Added accessors for the CA2, CB2 and IRQ signals on the 6821 PIA.

[Nathan Woods]

Accurate C-Chip emulation in Bonze Adventure to fix protection

problems (no more missing or made up data, all data extracted from

working pcb). [bryan McPhai

Posted

I've read all of that are peices of it before, I just had recalled a major changes in the way something was going to be done with mame that was suppose to start with 1.06.2 or something like that, I dunno.

Posted

well the video engine had just about a complete rewrite since 106u1, perhaps that is what you are after? As far as gameplay goes, alot of stuff got boken, but all the "u" releases has been going through, fixing, optimizing etc etc. Best thing is to download a newer version into a separate folder and test things out to see whats changed, and if it performs on your arcade the same as your current install. Cheers. :)

Posted

Yes that is what I'm talking about. I was worried about the problems that might have happen, and mainly what are the benefits of the new system (to see if they outweigh just staying).

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I believe the key update is the support for Direct3D rather than DirectDraw which should improve rendering quite a bit on hardware accelerated video cards.

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I believe the key update is the support for Direct3D rather than DirectDraw which should improve rendering quite a bit on hardware accelerated video cards.

aw so will this mean that mame will be more gpu dependant than how it relies mostly on the cpu now.

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