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Posted

0.107u4

-------

MAMETesters Bugs Fixed

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

mngrecording0107u1ora [Aaron Giles]

vectorsnapshot0107u1red [Aaron Giles]

tdfever087u4gra [Canim]

quizmeku087u4gra [Canim]

Source Changes

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

Fixed the dips for Apache 3 and Dark Mist. [brian Troha]

Added built-in overlays for clowns and maze. [Mr. Do!]

Converted Final Romance 2 to be dual screen. [David Haywood]

Converted the VFD display in the BFM games to use a second screen

rather than hacking onto the main screen. [El Condor]

Fixed detection of left/right modifier keys when paused. Also added

support for recently added keys so they are detected by MAME when

paused. [ben Rudiak-Gould]

Changed render_target_alloc() to take a bitmask of flags. In addition

to loading a single file, targets can also be marked "hidden", and

only non-artwork views can be made visible. [Aaron Giles]

Added new render target layer config flag to disable screen overlays.

[Aaron Giles]

Changed snapshot taking code to render the particular screen to a

temporary render target. This allows vector games to have snapshots

again. [Aaron Giles]

Normalized the naming of several functions in video.c, most

importantly: [Aaron Giles]

force_partial_update -> video_screen_update_partial

configure_screen -> video_screen_configure

set_visible_area -> video_screen_set_visarea

Added new functions that do accurate per-screen timing based on

video parameters: [Aaron Giles]

video_screen_get_hpos

video_screen_get_vpos

video_screen_get_hblank

video_screen_get_vblank

video_screen_get_time_until_pos

Fixed bug that caused the VIDEO_EOF to be called repeatedly while in

the debugger. [Aaron Giles]

Split render.c into rendutil.c, rendlay.c, and render.c to keep the

code more organized. [Aaron Giles]

Abstracted the notion of outputs. A new module, output.c, now controls

all outputs. Each output is tagged with a name; some standardization

eventually needs to happen on these names, but at the moment it's

fully open. The OSD layer can register with output.c to be notified

when outputs change. From there, it is free to do what it wants. LEDs

have now been converted to outputs with the name "led0", "led1", etc.

[Aaron Giles]

Added support for notifying external clients of changes in output

states in the Windows OSD system. See windows/output.h for a list of

messages that external clients can register to receive. Removed the

built-in hacky LED support in the Windows OSD layer. Created a sample

application ledutil.exe which subscribes to the external events and

routes the "led0", "led1", and "led2" outputs to the keyboard LEDs

just like before. If you want to continue to have LED support, simply

copy ledutil.exe into your startup folder and let it run in the

background. [Aaron Giles]

Modified the Q*Bert driver to signal a "knocker0" output when the

knocker is triggered. [Aaron Giles]

Added new layout element component type "text", which lets you draw

text in the built-in MAME font onto an element in a layout. This

can be used for basic lamps and built-in layouts. See maxaflex.c for

an example. [Aaron Giles]

Added new layout element component type "led7seg", which constructs

a 7-segment LED in an element in a layout. This is commonly used for

external score and timer displays. See maxaflex.c for an example.

[Aaron Giles]

Added built-in layouts for Turbo, Subroc 3D, Buck Rogers, Atari

Football, Atari Baseball, and Super Speed Racer using the new

primitives. [Aaron Giles]

Fixed overflow computation in the S2650 core. [Aaron Giles]

More Sega G-80 raster cleanup: [Aaron Giles]

* consolidated the video hardware implementations

* fixed cocktail mode video and controls in all games

* fixed Monster Bash (2 board version) video

* revived Sindbad Mystery and fixed sound chip frequencies

New games added or promoted from NOT_WORKING status

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

Trivia Quest [Pierpaolo Prazzoli]

SunA Quiz 6000 Academy [David Haywood]

New clones added

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

Zero (set 2) [David Haywood]

Posted

honestly if you were going to upgrade id shoot for 107. But you'll be opening up a new can of worms if you havent read up on the video engine changes(you'll need to test which settings work best for you). I upgrade every "u" edition simply because I offer screen packs for Mame, and thus I can keep abreast of things. Cheers!

Posted
honestly if you were going to upgrade id shoot for 107. But you'll be opening up a new can of worms if you havent read up on the video engine changes(you'll need to test which settings work best for you). I upgrade every "u" edition simply because I offer screen packs for Mame, and thus I can keep abreast of things. Cheers!

Yeah I'll probably just hold off for now

Posted
I upgrade every "u" edition simply because I offer screen packs for Mame, and thus I can keep abreast of things. Cheers!

So... where can one get these pictures? ;)

Posted

Yes, please indulge us!!

Posted

Thanks Nivo!

Anyone know the rom count supported on this latest and greatest??

You have to love this unique community..so many people willing to share... :) I think that is what makes this project so cool..very unselfish community!

Posted

as given by clrmamepro after completed update to 107u4:

Missing Sets: 0 of 6211

Wrong SetName Case: 0 [0 fixed]

Wrong Named Sets: 0 [0 fixed]

Missing Roms: 0 of 90906

Missing Bytes: 0 of 50gb

Missing BIOS Roms: 0 of 4194

Wrong Named Roms: 0 [0 fixed]

Wrong RomName Case: 0 [0 fixed]

Wrong Sized Roms: 0 [0 fixed]

Wrong Date/Time Roms: 0 [0 fixed]

Wrong CRC32s: 0

Wrong MD5s: <n/a>

Wrong SHA1s: <n/a>

Posted

Wow!! Nice!!

Posted

I'm still running a 106u. Not sure which one. I've heard too many problems 107. I'm not willing to barge right in an try another build just yet.

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