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Ootake 0.83 released

TG16/PCE emulator
2006/12/01 0.83 released- In "Ginga Fukei Densetsu Sapphire", it mounted so that "ADPCM voice" is played before "2-Stage is started". As a result, other Game with the problem that ADPCM is not played might have been corrected.
- The CD access processing has been improved so that it emulated as the same as possible as for any personal computer environment. As a result, at the access speed of a variety of CD drives, it was solved that the sound shifted. (Visual scene of "Ys IV" and "Popful Mail", etc.)
- "Popful Mail" came to operate(v0.82). Moreover, it was made not to freeze even if CD drive not fast was used.
* "Popful Mail" needs "CPU power" more than other games. When used with a personal computer not fast, it doesn't operate well.
- The operation speed of CPU (consumption cycle) was approached to a real machine. (Certain experiment information from PC2E author's Mr.Ki)
- In specific foreign language input environment (IME), the trouble to which the Joypad was not able to be set was corrected.
- In "Rainbow Island", when the display of "Hurry!!" appears, the problem that the screen had become one light blue color (generated by v0.81) was corrected.
- In "Fighting Street", at the match conclusion (chiefly at "Time Over"), the problem that ADPCM voice was not occasionally played was solved.
- In opening demo of "Dragon Slayer: Eiyuu Densetsu II", the problem with not correct vertical position where a part of screen was displayed was corrected.
- In the software for mouse, when mouse's wheel was moved up and down quickly, the problem that had become reset operation of PC Engine (SELECT+RUN) occasionally was corrected.
Mame 0.110u4 related

XorMAME (available for only a short time)
jpk VER.0.68.38(2006.12.01) ; Mame32 Plus! Plus! 0.110u4(2006.12.01)
info.dat ; Mame32Hp4 (near bottom of page)
Mame 0.110u4, Intermediate Update

0.110u4---------
MAMETesters Bugs Fixed
-----------------------------
raiga0104u4yel [Mamesick]
Source Changes
-------------------
SCSI CD emulation improvements: [Ville Linde]
- Added Play Audio (12) command
- Fixed track number and added MSF support to Read Sub-Channel command
Added workaround for broken MediaGX driver. [Ville Linde]
Reworked the SNES raster timing to use MDRV_SCREEN_RAW_PARAMS() and friends. All but one of the "electronics tests" in the SNES diagnostics cart now pass with flying colors. [R. Belmont]
Fixed Super Breakout layout. [Mr. Do]
CPS2 updates: [David Haywood]
- Added table for Jyangoku (from Guru). Note that GFX/Sound roms aren't dumped on this one.
- Removed old 'handcrafted' xors for games which we have CHDs for and replaced them with xors generated from MAME using the CHD. This means anyone with the CHD can easily generate the xors (using the code I've left in there) if they need to be able to run the games with a shorter startup time.
- Disabled the loading of the xors by default for all sets with a CHD. Now only the CHD is loaded, unless the #define is changed at the top in which case only the xors generated from the CHD are loaded.
Added support for more than 4 mouse buttons on versions of Windows that support it. Win98/Me with DX7+ or XP. It defaults to regular 4 buttons if not supported. [Derrick Renaud]
Fixed the crosshairs in the PlayChoice-10 gun games that got buggered in the conversion to multi-monitor support. [Derrick Renaud]
Rewrote the Dragon's Lair driver from the schematics. Added new module machine/laserdsc.c which has laserdisc emulation for the PR-7280 and LD-V1000 laserdisc players. Full emulation of the laserdisc is pending support for CHD audio/video and high quality rips, but you can operate the game and see the frame numbers that would be displayed. Added built-in layout to display the scores, lives, and credit information. [Aaron Giles]
Added some hacks to windows.mak to allow limping compilation under Windows Vista. To make these work set an environment variable called VISTA_MINGW_ROOT equal to the base of your mingw directory, and add %VISTA_MINGW_ROOT%\libexec\gcc\mingw32\3.4.2 to your PATH environment. There are still a few issues, but this will let you build with MSVC, and will compile most of the code with gcc (minus a couple of Windows OSD files). Hopefully the mingw folks will resolve these issues. [Aaron Giles]
Daedalus Shifty beta 1 Released
ok, first off, I am sorry to all of you who had your hopes up for a full-speed emulator.
I have obtained and played Daedalus Shifty, and while games played on it are faster than the latest release of any Daedalus, it is still not full speed.
Super Smash Bros. Hasn't worked for me yet, but it might for you (bad dump?).
Here is where the technical stuff starts.
I have obtained a list of instructions from Shifty, and here is what he says:
only roms in .z64 format will run at high speed.
all other rom files have some what slower speeds, but load textures better.
some .z64 files have textures that don't load, like the water in Mario 64
Installation is basic. Extract the folder contained to the GAME folder with winrar and put roms in the rom folder.
Once again, I apologise for all false claims I have made, and lets hope for more features with the next release!
Download via comments from HERE