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    MAME v0.125u6

    Jitway
    By Jitway,

    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!

    Alpha
    By Alpha,

    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.

     

    lhdbguipreview01jk1jl7.png

     

    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!

    Alpha
    By Alpha,

    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.

    »» Download / Information


    Makaron DreamCast Emulator WIP Update!

    Alpha
    By Alpha,

    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.

     

    42756505sk5.png56775957vn6.png

     

     

    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:

     

    51714299yp3.png32203054ae2.png

     

    And as special bonus, an extra episode of How It's Made: Dreamcast by SEGA :(

     

    11800510ye2.png

     

    By the way, there are games shown here I've never even heard of before...

     

    11998074ed8.png

     

    More to follow soon.

     

    77122154lf7.png

     

    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:

     

    65431876yg0.png

     

    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 :-)

     

    60663921po2.png

    »» More screenshots and information


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