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Raine 0.50.0 - pre release 2

Arcade emulator
This version mainly fixes all the bugs I could find in 0.50-pre1, and there were quite a few ! It also puts back the default controls for the win32 version (3 for coin1 and 1 for P1 Start), and it adds some options for the game selection dialog.Sorry no dialog to change the controls yet, you'll have to wait for the next update (that's why it's still a pre-release : some big features are still missing !). It might be the most stable Raine version ever though since it fixes very old bugs that I never wanted to fix until now...
>> Get it HERE.
Mame 0.111u2 related releases

- Added support for new snapshots saving format to the GUI.- Reworked logical order of folders in the GUI.
WARNING: History.dat and mameinfo.dat support is temporarily disabled due to a bug in official core.
You have to disable cheats option too or every game will freeze at startup. (official MAME bug)
Mame 0.111u2 , Intermediate Update

0.111u2---------
MAMETesters Bugs Fixed
------------------------------
tourtabl0111u1red [Nathan Woods]
Source Changes
---------------------
Amiga core system updates: [Ernesto Corvi]
- Updated 6526/8520 CIA to be able to set the value of the SP pin. This is needed to emulate the Amiga keyboard.
- Updated the custom chips emulation to delay for about 24 cycles the issuing of interrupts after a write to INTENA or INTREQ.
- Fixed a bug where if INTREQ got cleared programatically, it would 'forget' about pending CIA interrupts, causing the CIA to stop sending further interrupts.
- Fixed the interrupt delay logic. Now it properly delays firing the irqs, not the masking/disabling.
- Fixed return value for unused/invalid custom registers reads.
- Added Denise ID custom register to properly identify OCS, ECS and AGA
- Added reset to custom, autoconfig and cia when a RESET opcode is found.
- Resetting the custom chips will now clear INTENA, preventing further interrupts.
- Fixed a bug in the RBF interrupt request code check.
- Fixed a bug on the 6526/8520 CIA that prevented chained counters from working.
- Added support for the 'blitter-nasty' bit on the blitter. Fixes many games that displayed wrong graphics.
Hooked up coin counter in Gun Fight. Also connected sounds properly per schematics. Added proper watchdogs to invaders and invad2ct. [Derrick Renaud]
Added missing initialization to the TMS5220 RNG. [Lord Nightmare]
Taito JC driver improvements: [Ville Linde]
- Implemented MC68HC11 communications
- Added analog controls via MC68HC11
- Various bug fixes and some new opcodes to the TMS320C51 core
- Moved video hardware emulation to vidhrdw/taitojc.c
- Implemented 3D hardware emulation
Cleaned up the 8080bw sound changes included with u1. [Robert]
Changed 6532riot and tia code to only allow initialization at init time. [Nathan Woods]
Fixed several bugs in the old System 16 bootleg code. [Mamesick]
Fixed SIM opcode in i8085 emulator. [Tomasz Slanina]
Initial support for Unicode in the core and Windows OSD: [Nathan Woods]
- text file reading/writing now automatically handle UTF-8 conversion
- a number of Windows functions internally manage TCHARs
- new Windows compile-time option UNICODE can be used to build MAME as a Unicode application (see windows.mak)
Added new visible representation of physical DIP switches for drivers that have them defined. To see this, just pull up the DIP switch menu on drivers that have been documented. [brian Oberholtzer]
Corrected some incorrect DIP switch information in the 1942, toaplan2, and segag80r drivers. [brian Oberholtzer]
Added the remaining MESS CPU cores to MAME. They are disabled in the build, but will be maintained along with the MAME CPU cores as future changes are made. [Nathan Woods]
Added support for multiple instances of the samples sound system. [Zsolt Vasvari]
Converted input port definitions from code-based constructors to data-driven tokenized values. This reduces the overall MAME code size by a significant amount. Note that the tokenization is a bit different for 32-bit versus 64-bit builds, so hopefully somebody with a 64-bit system can verify that it works (mame -listxml should produce identical results to the 32-bit version). [Atari Ace, Aaron Giles]
Properly implemented sound interrupts in Night Slashers. [Aaron Giles]
Improved cycle timings in the ARM CPU core. Altered the deco32 CPU clocks to be more realistic. [Aaron Giles]
Updated copyright dates in header files and docs. [Aaron Giles]
New games added or promoted from NOT_WORKING status
----------------------------------------------------------------------
Dwarfs Den [Tomasz Slanina]
New clones added
----------------------
JuJu Densetsu (Japan, bootleg) [David Haywood]
New Tropical Angel [stefan Lindberg]
Circus (Sub-Electro bootleg) [David Haywood]
New games marked as GAME_NOT_WORKING
------------------------------------------------------
Backgammon [Tomasz Slanina]
Skat TV [Tomasz Slanina]
Fashion Gambler [Tomasz Slanina]
Pit Boss II [David Haywood]
Super Bitboss [David Haywood]
Pitboss Megastar [David Haywood]
Megatouch 3 [David Haywood]
Megatouch 5 [David Haywood]
Touchmaster [David Haywood]
Touchmaster 3000 [David Haywood]
Touchmaster 4000 [David Haywood]
Mahjong Shiyou [David Haywood]
PDRC 3.666
It's time for a new coding competition, PDRC #3.666 hits the web. This is the sixth coding competition held by PD Roms. Due to the success of PDRC #2.5 we rewarm a topic...
Your job :
Create a one-screen LCD style game for one of the following systems:
* Super Nintendo Entertainment System aka SNES (tested with ZSNES or Snes9x)
* GP2x (tested on the real thing, one file games prefered but not must, seperated readme files are ok)
* Gameboy Advance (tested via Supercard on the real thing, if it does not work on a SC via Visualboy Advance or no$gba)
* Gameboy Classic and/or Color (tested via BGB or no$gbc)
* GP32 (tested on the real thing, one file games prefered but not must, seperated readme files are ok)
* Dreamcast (tested on the real thing, please submit a burnable cd image/selfboot plus scrambled or unscrambled binary)
* Nintendo Entertainment System aka NES (tested via emulator)
* Wonderswan Classic and/or Color (tested via emulator)
* PC Engine / Turbo Grafix 16 (tested via emulator)
* Neo Geo Pocket Classic or Color (tested via emulator)
* Sega Master System (tested via emulator)
* Sega GameGear (tested via emulator)
* Intellivision (tested via emulator)
* ColecoVision (tested via emulator)
* Megadrive / Genesis (tested via emulator)
* Neo Geo and/or Neo Geo CD (tested via emulator, submit drivers if required)
* Nintendo 64 (tested via emulator)
No Nintendo DS and No PSP, sorry (due to lack of having the real hardware and not beeing emulated proper)
>>Read more HERE