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Showing content with the highest reputation since 03/28/2024 in Posts

  1. The default keys for save states changed in MAME. Read: https://docs.mamedev.org/usingmame/defaultkeys.html Looks like you are pressing LeftShift F7. If the keys are not working as documented either delete cfg/default.cfg, or change the key definitions via Tab, Input Settings, Input Assignments (general).
    1 point
  2. In the old days (!), I used something very convenient for that, electric fence, it just created a crash as soon as a read or write was done outside a normal area, then you just used a debuger to find what line triggered this exactly. But the problem is that multi threaded programs are not supported by electric fence and these days everything is multi threaded (quite normal with all the cores in the cpus now). And so I was left with sub optimal ways to try to debug memory stuff in raine for years. I tried some, like memwatch which can have its uses, but doesn't track everything so it's a lot less useful than what I had before. Then with clang came -fsanitize=address, a compiler command line argument, which is now handled by gcc too. And this thing works amazingly well ! Most of the asm code is even supported (except the 68020 stuff mostly). I should probably have spent more time playing with this when I added clang support, but I had a lot of stuff to finish at the time. Anyway I finally tried this thoroughly and it produced quite a few fixes in git already : - for the okim6295, this stuff is very old but there was a clear buffer overflow for old_bank, I suppose since it was a small array it had some limited effect and didn't create any crash but it could have. That's the most serious one i got so far. - all the others are mostly read overflows and since it didn't crash it had no effect, but it's better to have them fixed anyway. These fixes are in git, and they replace memwatch in debug builds for now.
    1 point
  3. zelda3-xbox new port by calistex A reimplementation of Zelda 3 for the Original Xbox,ported over from the original project. more info,including release details here. [code]https://github.com/Calistex/zelda3-xbox[/code] link(includes game assets,ready to play) [code]https://www.sendspace.com/file/yh89wn[/code]
    1 point
  4. HBMAME 0.245.18 has been released. https://hbmame.1emulation.com/ What's new in HBMAME ==================== 2024-04-10 0.245.18 - New PGM driver from IQ_132 - Restored music to kovshp and many of its hacks New Games --------------------------------- - [cyborg] Cyborg Force - [cyborg1] Cyborg Force (patched) - [galaga01] Galaga Wave Mixer - [galaga02] Galaga Challenging Only - [lbhmg] Last Blade Hidden Mini Game - [nbajam03] NBA Jam Tournament Edition SE 5.0 - [pgmcabal] Cabal (PGM) [iq_132] - [pgmsnake] PGM test program [iq_132] - [sf2ce58] Street Fighter II' (SrSreet edition) - [sfz3mix] Street Fighter Zero 3 (Turbo Mix 0.28) [zero800] - [ssf2tnl] Super Street Fighter II Turbo (New Legacy v0.9 beta 2024-04-02)
    1 point
  5. oldsplus211 descriptions: Xi You Shi E Zhuan - Xin Qun Mo Luan Wu (Hack) It's too bad even you can't get the other three games up and running.
    1 point
  6. HBMAME and HBMAMEUI 0.245.18 32bit avaliable (Xp compatible). Download from: RETRODANUART MAME XP
    1 point
  7. RSDKv3-xbox A Full Decompilation of Sonic CD (2011) & Retro Engine (v3) to Original Xbox. by danielgpinheiro original release information,including controls and so on. [code]https://github.com/danielgpinheiro/RSDKv3-xbox[/code] link(includes correct sonic cd rsdk file) [code]https://www.sendspace.com/file/mf0ntc[/code]
    1 point
  8. CCelesteX by danielgpinheiro Celeste Classic build for Original Xbox. A port of the original celeste for the PICO-8. original github page. [code]https://github.com/danielgpinheiro/ccleste-xbox[/code] download link [code]https://www.sendspace.com/file/shku4x[/code]
    1 point
  9. MAMEoXtras More Odds N Ends by arcadez [quote] New games now supported Beyond Kung-Fu (missing background gfx same as current MAME) Clockwork Aquario Donkey Kong Remix Mortal Race games fixed and now playable Kiki Kai Kai (via the new MCU dump) Virtua Racing games with graphical improvements U.S Classic Safari Rally Shuuz games now with sound Safari Rally games now with sound sample support safari rally games with emulation improvements Hooked up the M6801 protection mcu for Taito's Kiki Kai Kai fixing many issues in game eg broken enemies and game logic this game can finally be considered 100% in the emulation dept and fully playable. Improved the performance in Virtua Fighter and Virtua Racing by disabling debug logging calls in the Model 1 graphic code. general fixes and improvements Backported the MB86233 CPU added stalling support to the V60 CPU [grant2258] Hooked up the TGP logic data for Virtua Racing game now playable [grant2258] Added support for Clockwork Aquario to the segas18 driver [grant2258, arcadez] Added support for Mortal Race to the stlforce driver [mistydreams, arcadez] Backported a graphical fix from latest MAME to fix missing shadows in Atari's Shuuz [MAMEdev, arcadez] Fixed missing player 3 buttons in Final Fight Anniversary Edition [arcadez] Added support for Beyond Kung-Fu the super rare Kung-Fu Master 2 prototype to m62.c [MAMEdev, arcadez] Hooked up the M6801 protection MCU for Kiki Kai Kai game can now be considered 100% playable [MAMEdev, arcadez] Speedup both Virtua Fighter and Virtua Racing by disabling logging calls in model1 gfx. [grants2258] Added missing color proms and decoding for U.S. Classic [mahoneyt944] Fixed colors and added sample support for Safari Rally plus added the World Version [mahoneyt944] [/quote] link [code]https://1fichier.com/?n8jsd9aiqdvx0il8b9ay[/code] mirrorlink [code]https://www.sendspace.com/file/izyty2[/code]
    1 point
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