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MAME v0.125u6

MAME v0.125u6 is released.
Get it HERE
0.125u6-------
MAMETesters Bugs Fixed
----------------------
- 00181: [sound] ddragon3: OKI volume is too low in MAME. (sonikos)
- 00417: [sound] ddragon3: the title voice should start when the
background tune hits its highest note. (sonikos)
- 01441: [sound] ctribe, ddragon3: The OKI6295 playback frequency is
too high. (sonikos)
- 01888: [DIP/Input] raidena, raidenk, raident: Flip screen DIP switch
doesn't work. (couriersud)
Source Changes
--------------
MIPS3 recompiler: [Aaron Giles]
* added UML comments for common state variables
* removed some unused fields
* implemented LL/LLD/SC/SCD (only works single-processor for now)
Added sound emulation to Wily Tower, Atomic Boy and Fighting
Basketball. [Tomasz Slanina]
Improvements to squahitsa. [David Haywood]
Progress on protection simulation for 2 Crystal System titles. Still
not working. [ElSemi]
Some progress on tankfrc4 inputs. [David Haywood]
Created common virtual TLB managment module. Updated MIPS and PowerPC
code to make use of it. [Aaron Giles]
Added a validity check against reading input ports at init time.
[Curt Coder]
Cleaned up software bilinear filtering code. Added bounds checking.
Enabled by default for snapshots and movie rendering. [Aaron Giles]
Added new option: -snapsize, which lets you specify the target
resolution for snapshots and movies. The existing behavior is still
the default: create snapshots and movies at native pixel
resolutions. [Aaron Giles]
Added new option: -snapview, which lets you specify a particular
view to use for rendering snapshots and movies. The existing
behavior is still the default: use a special internal view and
render each screen to its own snapshot in its own file. When using
this option to specify a view other than 'internal', only a single
snapshot file will be produced regardless of how many screens the
game has. [Aaron Giles]
Improved AVI and MNG recording to properly duplicate/skip frames
as appropriate to keep the correct framerate. [Aaron Giles]
Added new function video_get_view_for_target() which selects a view
based on a command-line parameter and the configuration. Changed
Windows OSD code to use this instead of its own logic. Changed
-snapview to share the logic as well, enabling 'auto' as a -snapview
option. [Aaron Giles]
Renamed "Nintendo z80gb" cpu core to "Sharp LR35902". [Wilbert Pol]
UML: [Aaron Giles]
- reactivated back-end validation mechanism
- added back-end validation for ADD/SUB/MUL/DIV/CMP forms
- fixed several errors in dealing with more obscure flag combinations
konamigx frequency tweaks: [Yasuhiro Ogawa]
- set screen refresh rate to 58Hz (parameters from developer manual
are not 100% correct)
- removed sound CPU clock hack
Set tecmosys screen refresh rate to measured 57.4458Hz. [Guru]
Added missing machine parameters and removed deprecat.h usage in a
number of drivers/ and machine/ files. [Oliver Stoenberg]
Changed all games after Street Fighter 2 CE to have a 12mhz clock.
Verified on Megaman and Quiz and dragons (original kits with plastic
case). I am resonably sure all the other games after ST2CE have the
DASH cps1 board with 12mhz clock. [Corrado Tomaselli]
Converted many drivers in the d-j alphabetical range to use
input_port_read() instead of input_port_read_indexed(). [Fabio Puiuli]
ddragon3 driver cleanups/fixes: [sonikos]
- Fixed the mess dips location in ctribe
- Added dips location in all sets of ddragon3
- Added the missing dips (now are 8x2) on ctribe,ctribe1,ctribeb,
ctribb2 and ddrago3b
- Fixed the "Stage Clear Energy" dips in ctribe
- Adjusted the frame rate from 60hz to around 57 as reported on
mametester ID 00417
- Adjusted OKI frequency to 1.000mhz (according to recording on
mametester ID 00181)
- Adjusted the ddragon3 & ctribe volume (according to recording on
mametester ID 00181 and 01441)
Some protection improvements for vgoalsoc / tecmo world cup 98.
[nuapete]
New games added or promoted from NOT_WORKING status
---------------------------------------------------
Alien Storm 2 player World [Frederic Canoen]
New clones added
----------------
Terra Force (bootleg with additional Z80) [David Haywood]
Turbo Outrun - White Cockpit version [Frans van Egmond]
The Combatribes (Italian bootleg) [sonikos]
New games marked as GAME_NOT_WORKING
------------------------------------
Wonderboy 3 System16A FD1089A [Volker Hann]
DOSBox Frontend WIP!


News from e-lation.net -- translated from German to English (via babelfish)
LH=DOSBox (GUI) is a graphic user surface (front-end) for DOS box of the author Traxx Amiga EP. It contains September rate data base for DOS box versions, play application as well as Booter (start disks) and Scene demo. To be able to access an integrated editor for the autoEXEC as well as a virtual Lister over the announced drive assemblies as under DOS. All attitudes those contains of the DOS box emulator holds ready.
This, still quite recent project is present in an early alpha version. On release of a first test version is to be counted in the next days.
Screenshots and resuming information indicated in above left.
via: cgboard.de
PSPVE v1.0.2 Released!

PSPVE is a Vectrex emulator for the Sony PSP.
Hi All,
VecX emulates the Vectrex game console on systems such as Linux and Windows.
It has been written by Valavan Manohararajah.
PSP-VE is a port on PSP of one latest version of VecX.
What's new then ?
- Major speed improvements :
+ 6809 emulation
+ vector rendering
+ remove vector cash (buggy and time consuming)
- Sound emulation completly rewritten and inspired
from 8910 driver of xmame.
- The rotate 90' view is now much faster and it is used
as default render mode.
- Save state modification, it is now faster to save state
(but previously saved games are not compatible with this
new version !)
- Add .vec and .gam file extention as valid rom extention
- Add option to change color between gray and blue
How to use it ? Everything is in the README.txt file.
Thanks to Raven for the eboot icon's stuff.
Sources are included, and this package is under the GNU public licence v2, read COPYING.txt file for more information about it.
Makaron DreamCast Emulator WIP Update!


Makaron is a Dreamcast emulator for the PC and it had a WIP (work in progress) update today!
I found and squashed a bug in new GD code. Not only Elemental Gimmick Gear boots again but it also cured Street Fighter Zero 3, which now seems to work just fine.
I've also devised a tweak to GD-DMA code for that accursed MPEG library. It interferes with SH4 main loop, effectively causing a temporary slowdown. This should not be a problem and is only visible during CD boot sequence, as BIOS decrypts the executable on the fly using thousands of 32-byte reads. As a side effect it fixes (or so it seems) those MIL-CDs that required SH4 speed to be reduced in order to load properly. One of these days I'll have to try and verify that on hardware, to see just how much of a slowdown G1 bus DMA transfer in background really is.
However, this is not yet the final solution to the problem. Sofdec library still expects some reads to start in close to zero time and I can't figure out why - still not conviced any code could be that braindead, so I'm not ruling out a bug on my side. For the time being I try to detect situations where DMA is started before GD buffer has anything in it, but every now and then this too fails. It looks awfully suspicious so I'll be investigating this next.
In the meantime, all Dream Preview GDs from Yuki boot now and here's a proof:
And as special bonus, an extra episode of How It's Made: Dreamcast by SEGA
By the way, there are games shown here I've never even heard of before...
More to follow soon.
Too bad WinCE games are so slow, but cheap 3GHz C2D are around the corner now
Also, some of the titles above require modem and ISP settings stored in the FLASH. Modem is not exactly on the top of my TO DO list.
Okay, last batch for today:
Ever seen VMU-compatible cell phones?
UPDATE: Oops, I've uploaded more images, but forgot to post them here. Here I brag about WinCE games and Biohazard 2 screens are missing... Fixed now