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MFME Version 3.0 Release!
MFME is a mutliple system emulator that includes SYSTEM1, MPS1/2, SYSTEM80, SYS5, SCORPION1/2, MPU3/4, M1A/B, and IMPACT.
Although i haven't had too much time of late to work on any new techs as I have been concentrating mainly on rewriting the graphics core to improve performance (as well as fixing a few bugs of course). This has formed the basis of the "next generation" of MFME, version 3.
Instead of just loading the components up from the layout it now converts them to use the new component library and then renders them to the screen. This results in much more efficient performance and a number of other benefits.
This release is primarily to see if the new components work reasonably well on different spec PC's, feedback appreciated!
Major improvements stemming from this include
=============================================
No lamp slowdowns during Jackpot sequences etc, lamp drawing speed is significantly increased.
Resizing of the layout to any size you wish "on the fly"- no more not being able to play a 1280 layout on a 1024x768 screen
Absent Friends
=================
You will find a few things missing this time around. Most noticably the design tools. This release is just intended to be a "player" only release. So you will need to continue to use MFME 2 for designing layouts and configurations. Adding design tools to
use the new component format is a significant amount of work, and is on the back burner for the time being.
Other Improvements
==================
Many of the bugs reported in 2.0 have been fixed
BWB CHR Encryption has now been cracked
Speed is now set automatically it may be a tad too fast on some platforms
Draggable Reels
The Ability to switch off the About Box at startup
Animated lamp buttons that move when pressed or shortcut pressed, although this exposes some DX design features on some layouts
New format game manager with animated screen shot window and game platform filtering
SEC meter support, though no previously released games support it
Known Bugs/Features
===================
Horizontal reels are not supported in this release
Some layouts will suffer from lamp "distortion" when reduced in size.
Some layouts might have the reel offsets incorrect.
Components that are placed outside the visible area of the screen will be deleted, this means some shortcuts might no longer function.
ACE stills suffers from coin in restarts
Auto throttling is currently fixed, so no speed adjustment is possible
Thanks to Emulation9 for the news!
bSnes WIP Update!
bSNES is a Super Nintendo Emulator that was not derived from any existing emulator source code, such as snes9x. It was written from scratch by Byuu.
I'm pretty sure I've improved NMI / IRQ timing even more since the last update, but I really don't remember anymore... I also cleaned up a few parts of the code.
I also did a lot of work on the HDMA code. Now HDMA init and per-scanline HDMA transfers have (mostly) correct hardware timing. I even went so far as to emulate the differences between CPUv1 and CPUv2 HDMA init timing. I then went ahead and improved the actual HDMA transfer process itself, and along with some help from anomie, I was able to fix the weird bug in SFA2's status bar, and get Energy Breaker looking a lot better than it was. It's not perfect though, EB flickers really badly when text windows are onscreen, and the map is still beyond screwed. There's an issue with Charlie's stage in SFA2 as well. Little by little...
Various MAME-Related updates!
MAME32
http://www.classicgaming.com/mame32qa/
MAME32 Plus!
* updated to MAME 0.101u2* added 'Support Save' folder to TreeView
* fixed crash on win9x/win2k, which is caused by a binutil bug
http://mameplus.emu-france.com/
MASH's Mameinfo.dat 0.101u2 DIFF-Update & Version and Alltime inifiles
Mame v0.101u2
0.101u2-------
MAMETesters Bugs Fixed
----------------------
mgcrystl093u3gre [Pierpaolo Prazzoli]
lastmisn096u3gre, part 1 [Pierpaolo Prazzoli]
Source Changes
--------------
Fixed time stamp counter in the Pentium core. [Ville Linde]
Fixed Z80 behavior on cold versus warm reset. [Frank Palazzolo]
Fixed a number of games that were broken due to the recent memory system
changes. There are still more problems to fix; continue reporting them.
[Aaron Giles]
Added support for logical mapping to the CPU interfaces and debugger. CPUs
that have an MMU now need to support several new interface bits, including
a logical address mask and page size for each address space, as well as a
new translate function. There is also a new disassembler interface that
should be used going forward, which will make it much simpler to keep the
disassemblers standalone and not dependent on MAME functions for opcode
accesses. Converted the i386 core to use the new interfaces. [Aaron Giles]
Added MMU support to the non-drc MIPS3 emulator. Converted the Killer
Instinct, Seattle, Vegas, and Hyper Neo-Geo 64 drivers to a proper physical
memory layout. Disabled the drc MIPS3 core until MMU support is added there
as well. [Aaron Giles]
Added save state support to the S2650 CPU. [Aaron Giles]
Got rid of gross banking hack in the T11 core. Updated Atari System 2 drivers
to accommodate the lack of the hack. [Aaron Giles]
Imported a number of memory handler conversion helpers from MESS, placed
them in memconv.h. [Aaron Giles]
Cleaned up i386 disassembler to produce Intel-standard output. [Aaron Giles]
New clones added
----------------
Gouketsuji Ichizoku (Japan, bootleg) [David Haywood]
New games marked as GAME_NOT_WORKING
------------------------------------
Alpine Surfer [R. Belmont]
Area 51: Site 4 [Ville Linde]
Psychic Force 2012 [Ville Linde]

