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    Mame v0.103u4

    James
    By James,
    0.103u4

    ---------

     

    MAMETesters Bugs Fixed

    ---------------------------

    xevious083gre [MASH]

     

    Source Changes

    ------------------

    Intel i386/i486/Pentium update: [Nathan Woods]

    - Fixed A20 mask implementation

    - Added A20 mask to debugger translate callback

    - Implemented Pentium opcode CMPXCHG8B

    - Fixed XADD, and added support for the 8 and 16 bit variants

     

    Fixed Top Shooter sprites. Game still not playable. [Tomasz Slanina]

     

    Changed debug view property code to pass property values as unions rather than void pointers, in order to appease compilers that whine about strict aliasing. [Nathan Woods]

     

    Fixed resource allocation issue with bitmaps in the Windows code and

    MESS. [Nathan Woods]

     

    Removed a number of unnecessary video_stop and machine_stop routines.[Atari Ace]

     

    Converted a few more exit() calls to osd_die(). [Oliver Stoneberg]

     

    Fixed inputs on Ninja Spirit and the Sega System 16b driver to match the JAMMA button ordering. [Corrado Tomaselli]

     

    Fixes to the Hyperstone core: [Pierpaolo Prazzoli]

    - Removed nested delays

    - Don't allow software opcodes to be executed in a delay slot

     

    Added/changed the following discrete modules: [Derrick Renaud]

    - DISCRETE_WAVELOG - easy way to log discrete nodes as a.wav file to compare against scope waveforms.

    - DISCRETE_OUTPUT - added a final gain parameter to get it to 16 bit wav level.  (The old VOL setting was disabled after the last sound re-write.)

     

    Fixed graphics banking in 8751-based Altered Beast sets. [David Haywood]

     

    Fixed some bad gfx in kdynastg when levels start. [Pierpaolo Prazzoli]

     

    Decrypted graphics in Darkmist and Panic Road. [Nicola Salmoria]

     

    Added stream_set_sample_rate() call, and converted the TMS5110, TMS5220,ES5505/6, BSMT2000, AY8910, POKEY, TIA, Sega PCM/Multi-PCM, SN76496,OKIM6295, and YMZ280B sound cores to output at their native sample rates, allowing the core sound system to perform over/re-sampling to the output rate. [Aaron Giles]

     

    Moved CHD file access routines to fileio.c. [Aaron Giles]

     

    Added assert macro to mamecore.h. [Aaron Giles]

     

     

    New games added or promoted from NOT_WORKING status

    ------------------------------------------------------------------

    Laser Battle/Lazarian [Pierpaolo Prazzoli]

    Cat and Mouse [Pierpaolo Prazzoli]

    KlonDike+ [Pierpaolo Prazzoli]

    Alien Arena

    Crowns Golf in Hawaii [Aaron Giles]

     

    New clones added

    --------------------

    Joust (Solid Green Label) [Reznor007]

    Space Intruder (Japan) [Tomasz Slanina, Guru]

     

    New games marked as GAME_NOT_WORKING

    --------------------------------------------------

    Galaxia [David Haywood]

     

    http://mamedev.org/source.html

     

    Derivative Builds:

    MAME32qa

    MAMEplus

    MAME32FX

    Mame32plus Special

    Mame32Hp4

     

    Dats:

    MAMEinfo.dat

     

    Notes:

    MAME Plus! 0.103u4

    2006-01-26

    * fixed cpu clockscale function. changed maximum overclock rate up to 400% for backfire.

    * updated K054539. now it does't have reverb buffer margin.

    * fixed low-res configuration for neogeo games, thanks Yoi

    * fixed gui option handling code.

    Updated to MAME 0.103u4 - MAME32 0.103

     

    - Added full screen mode to PlayChoice10 single monitor BIOS.

    - Disabled second monitor display in Backfire!


    GCemu (gamecube) 20051211 released

    Robert
    By Robert,

    Source

     

    GCEmu

    Duddie and Tratax of the PSEmu fame started to code a Gamecube emulator in  June 2004. A year later they asked me to improve the graphic plugin of "GCEmu", and, well, I did it... to a certain degree :)

     

    Ah, but the development stopped somehow six months ago (we all were busy with other stuff), so the decision was made to release the emulator in its current state. The release was planned for mid-December 2005, ahem, yeah, now it's late January 2006, just another sign of the overall lazyness :)

     

     

    What can you expect from GCEmu? Let me quote Tratax's readme:

     

     

    "GCEmu is a very incomplete emulator for the Nintendo Gamecube.

    It uses recompilation techniques and some other tricks to achieve a reasonable speed. Although emulation is very incomplete, this emulation shows that 'it can be done' and can be done at a decent speed.

     

    Where Dolphin Emu shows that the emulation can be done, GCEmu shows that it can be done at speed. This is because the different focus. Where the Dolphin guys hate to do cpu emulation (especially recompilers) this is exactly what I (Tratax) have been playing with since PSEmu.

     

    It was made using Visual Studio C++ using pure C code and a few bits of assembler."

     

     

    I've uploaded the GCEmu binaries and sources (including the gx plugin sources and some dsp reverse engineering infos from Duddie) in one big archive to a Sourceforge project. The binaries are MS-Windows only, and you will need a fast system with a pixel shader 2.0 capable gfx card to run the emu. 

     

    And keep in mind: glitches, crashes and other lovely emu troubles are to be expected when you are trying to run GC games in GCEmu. That's just the way it is.

     

     

    Visit the GCEmu project page HERE for downloads.


    Misfit MAME WIP

    Robert
    By Robert,

    Source

     

    January 25th, 2006

    Mr Do does some WIP

     

    Since I’ve been taking a break from MiSFiT, Mr DO has been playing with some WIP drivers.

    (Thanks for keeping up the interest MR DO! This info is from his post on the MisfitMAME forum on MAMEWORLD)

     

    DRIVER ( mrdofast ) /* Speedup hack from Evil Exidy*/

    DRIVER ( vortex ) /* Clay Cowgill Multi-Tempest */

    DRIVER ( vbrakout ) /* Clay Cowgill Multi-Tempest */

    DRIVER ( mtturbo ) /* Tim - Make Trax Turbo Hack */

    DRIVER ( pickinpi ) /* Color Hack by Pi */

    DRIVER ( millidux ) /* Millipede Hack - Two-Bit Score */

    DRIVER ( galagaf ) /* Fast Shoot Hack */

    DRIVER ( bubbleb ) /* pbobble USA Region Hack */

    DRIVER ( asteroi6 ) /* Clay Cowgill Bullet Hack */

    DRIVER ( astrf_bl ) /* Black Background */

    DRIVER ( ckongfix ) /* Graphics Fix */

     

    1) Mr. Do runs fast through the grass; normal speed through tunnels

    2) From CC Multi-Tempest Board

    3) Same as #2; fun version of Breakout

    4) Paintbrush in Make Trax always “turbo”

    5) By our very own Pi; different colors for easier viewing

    6) Millipede hack by Two-Bit

    7) The old Fast-Shoot Galaga hack that was removed from regular MAME

    8 ) Puzzle Bobble with different graphics; no dinosaurs

    9) Six-bullet hack for Asteroids by CC. Certain bullets won’t register a score, as they are recognized as saucer bullets. Also, if you have six bullets on screen, the saucer cannot fire.

    10) Astro Fighter with the black background everyone seems to want

    11) Fixes the holes on Kong in levels 2-4 on Crazy Kong

     

    You can get the source patch from his post MiSFitMAME WIP Drivers

     

    A bit more…Etabeta is working with the source with some other goodies as well as a possible core upgrade. I’ve forwarded him my WIP that I was working on.


    Commander Keen ported to the Dreamcast

    Robert
    By Robert,

    I'm sure everyone has played Commander Keen at some time. GPF has ported it to the Sega Dreamcast. Here's what he had to say:

     

    Information

     

    This is a port of CloneKeen for the Sega Dreamcast.

     

    CloneKeen is an almost almost complete open-source clone of

    the old classic DOS game, Commander Keen: Invasion of the

    Vorticons by ID Software. CloneKeen requires the original game

    data files to work. You can play all three episodes of the game.

     

    CloneKeen currently runs under win32, with SDL, and

    under Linux/X11, with SDL.

     

    and now the Dreamcast :devilboy:

     

    *************************************

    * *

    * C L O N E K E E N *

    * *

    * ©2003-2005 Caitlin Shaw *

    * Released under GNU/GPL *

    * *

    * Beta 8.3 *

    * *

    *************************************

    http://clonekeen.sourceforge.net/ check the readme.txt file for more information, Dreamcast version currently requires a keyboard.

     

    Enjoy

    >> Binary and Source available HERE


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