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    Aaron Giles MAME WIP

    iq_132
    By iq_132,
    Been sitting on this one for quite a while. It’s another redemption game that runs on the same hardware as Double Cheese and Lotto Fun 2. The main issue was that the sound and graphics ROMs were twice as big as the other games, so I had to figure out the banking. It took way longer than I think it should have, but sometimes these things are a little tricky.

     

    http://www.aarongiles.com/

     

     

    41107_.jpg

    41109_.jpg


    Mednafen 0.5.2 released

    Robert
    By Robert,
    0.5.2:

    * Modified the PCE code to only include header files that are needed.

    * Fixed a memory leak in the state saving code.

    * PCE:  Closing HES music files will no longer produce battery-backed RAM files. x_x

    * Fixed a memory leak in the state loading code.

    * Reduced memory slightly in the text rendering code by using all the bits available in the array(instead of the lower bit of each byte) that tells if a glyph is available or not.

    * Modified the internal message display code to allocate and free space for the message being displayed, rather than using a rather small static array.

    * PCE:  Fixed a small bug that would cause 1/75 second or less of the old CDDA track to play when switching to a new CDDA track.

    * PCE:  Changed how reads from $0000 are handled, and made vblank occur slightly later in the frame, to fix Valis 1.

    * PCE:  The CD reset function of $1804 now clears more variables, fixing problems with lockups when using the START+SELECT soft reset in the middle of a data read.

    * Finally fixed the endian conversion code so that save states(and netplay) are compatible between big-endian and little-endian systems.

            **NOTE** Save states created in previous versions of Mednafen on big endian platforms(such as OS/X PPC) will no longer work in this version.

    * Removed the tech documentation from the source code distribution.

    * Truncated the ChangeLog to the first Nintencer release.

    >> Get it HERE.


    Dualis 15.1 released

    Robert
    By Robert,
    * GPU:  Fixed rendering of transparent areas on 256-color bitmap BGs 

    * GPU:  Fixed background color in the OpenGL renderer when luma effects are used 

    * MMU:  Added support for 64bit/32bit operations to the hardware divider 

    * MMU:  Fixed 32-bit reads from the IF register 

    * MMU:  Modified IRQ handling a bit

    >> Get it HERE.


    RuMSX 4.0 released

    Robert
    By Robert,

    MSX emulator.

     

    Changes from RuMSX V0.33 to V0.40

     

    * Display driver (normal and hires) are completely rewritten. The new sprite-renderer includes also a completely changed coincidence detection. Games such as "Hydefos" or "Psycho World" are now running properly!

    * Added "MSX2" configuration with 256KB RAM in Slot 3-3, which is required by many disk-images. This is compatible to the Sony (HB-F700D) layout, that supports POKE-1,255 for running many games.

    * Code is now optimized for Pentium Pro and higher.

    * Major enhancements of the RuMSX core do now require at least a processor with 1 GHz (1.5GHz recommended)

    * Added support for ROM-database including the RUMSXROM.EXE command-line utility for database maintenance. The initial database contains more than 500 known ROMs.

    * "Harry Fox with Snow Demonking" did not run on MSX 2+ and MSX Turbo-R machines. This is now fixed!

    * Incorrectly selected 16KB ROM-types (e.g. ASCII/16K) sometimes caused RuMSX to crash!

    * Support of OPLL audio (MSX-Music, FM-PAC) slightly improved (notes should no longer 'hang').

    * Support of video capture hardware slightly improved (video display is now scaled).

    * Switched I/O (ports &H40-&H4F) did not work fully correct, therefore Kanji-modes 1+3 displayed filled blocks instead of proper characters (this bug was new since RuMSX v0.32).

    * SCC+ access is now recognized (played as SCC sound).

    * Added previously removed Hangul ROMs again.

    * Added '/NoSoundOut' command-line option to disable annoying MSX sounds.

    * Added "International (DIN)" font to locale settings. (provides the DIN "0" character)

    >> Get it HERE.

    >> Information about which zips should be downloaded HERE.


Portal by DevFuse · Based on IP.Board Portal by IPS
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