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Mame v0.106u9, Intermediate update !

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]
Derivative Builds:
Dats:
Notes:
Djinn Tile Mapper English Release


According to DaMarsMan from Romhacking.net, Djinn Tile Mapper, the very useful russian tile mapping tool has been translated to english.
It allows you to view the fixed width tiles in their natural tiles. So basically you can do everything you can do in a normal hex editor except you can change graphics of tiles and view scripts with those graphics.
Oswan 0.73b5 released

Oswan 0.73b5 : June 27th, 2006
Ok ok this is just a hacked version of Oswan 0.73b4 from http://php.nm.land.to/ and it fixes a few little bugs I've noticed mainly the annoying sound hanging when going back into the gui is now gone and the graphic corruption in Naruto is now gone (for anyone who is interested in why the corruption was happening it was because of the crappy DMA code oswan was using).
If the author of oswan 0.73b4 reads this email me (see home page for details).
>> Get binary and source HERE.
Wrap up - New Rom Hacks,Patches and tools


Wrap up post until 6/25/2006:
Chrono Trigger: Crimson Echoes Demo 2 released
Bet you weren't expecting this one! The Chrono Trigger: Crimson Echoes project is releasing its second demo! Three chapters of the game are now playable (versus the simple prologue of the last game), featuring new areas, scenes, events, characters and story as the rich world of Crimson Echoes unfolds. Nearly every era is accessible, and a host of other surprises await. I'm really reluctant to reveal much more, as you must experience it for yourself! At a minimum, the demo will last 30-40 minutes; at maximum, if you talk to all the NPCs and immerse yourself in the world of the game, it can last up to 3 hours or more. This is truly a new Chrono Trigger adventure; if you'd like to follow the team on another mission through time, jack in and download the patch! The instructions for playing are in the Readme. Below are screenshots (click to view) and the link to the patch and feedback thread. Stay tuned for an interview in a couple weeks.Demo 2: http://www.chronocompendium.com/files/CEDemo2.zip
Feedback Thread: http://www.chronocompendium.com/Forums/ind...hp?topic=2726.0
Translation Complete for the First Adventure Game Relased on the Famicom!
After years of work it’s finally done! Now all of the Enix NES games can be played in English.
FYI: This is the first adventure game released on the Famicom. Yuji Horii ported this, his successful NEC PC-8801 game, to the Famicom to determine whether the Famicom action game crowd would take to an adventure game. The game did quite well. Because of this, Horii was able to release the game he really wanted to make for the Famicom, the first Japanese console RPG: Dragon Quest.
Being the first, it’s not the best but it had a great impact on the Japanese video community. It even inspired Hideo Kojima to want to make video games.
Source : romhacking.net
Download the patch from DvD Translations .
vSNES version 2.91 has been released
What's New:
*GUI: added controls for displaying CRC32 and Hi/LoROM checksums*GUI: moved the IPS checkboxes in the options to the cartridge page
*GUI: fixed a small issue with the CHT Editor and changed its glyph
*GUI: added Edit control to display SMV UIDs as Unix dates
*SRC: fixed IPS patching again; added more messages in case it fails
*SRC: fixed the SMV code to use the new SyncOptions flag location
*SRC: added more functionality for managing extended SPC ID666 tags
*SRC: disabled ZMV loading button since the ZMV code is broken
get it Here
FF5 disassemblies released by Lenophis
Lenophis has released his Final Fantasy 5 disassemblies to aid would be FF5 hackers:
Note that they are far from complete, quite sloppy, and have literally no comments. How useful anybody finds them at this point (uploaded 6-25-06) is up for grabs. However, if there are any aspiring FF5 hackers out there, feel free to take a peek.
Files:
C0 bank, C2 bank, C3 Bank, C4 Bank,and E0 bank.
widthtabler 1.0 Released
A tool to help implement fonts into hacks has been released:
So you’ve spent precious weeks working on perfecting that Variable Width Font in your hack. You’ve even got the perfect font chosen. Do you really want to spend another 10 to 15 minutes putzing around counting pixels by hand (or worse, coding a utility specificly to) generate a width table for that font? Putz no more! With this tool you’ll have a widthtable without the fuss or muss!
It currently works with 1 and 2 bpp (gb and snes mode) fonts.
You can get it here.
source : Romhacking.net
Gens Tracer new version
g8z et al’s has released his tool Gens Tracer,
This is a primitive tracing emulator based off of Gens 2.12a. But don't let that fool you; this thing is phenomonal. I highly recommend it for Genesis hackers looking to see what's happening at the assembly level.
What's new:
*All hook files have now been integrated into one main file - hook_log.txt.*DMA and VRAM logging.
*Memory dumping - VRAM, RAM, CRAM, SRAM, Nametables, Sprite *Attribute Table, and CD Memory.
*Layer toggling.
*Sega CD tracing and logging.
*Support for Sega CD save states has been added.
*Support for logging EVERY instruction as it occurs.
*Setting a “breakpoint” that, when executed, automatically enables tracing.
get it Here.