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    Mame 0.119u3 update

    Robert
    By Robert,

    Source

    This update features some nice Sega Model 2 improvements from Ernesto Corvi, fixed colors in Dynamite Duke from David Haywood, and a number of multithreading changes that enable the 3dfx Voodoo emulation to take advantage of multiple CPUs. Please note that this new code falls into the “mostly works” category; you may encounter some deadlocks or other glitches along the way, but please give it a try.

     

    Source

    0.119u3

    -------

     

    IMPORTANT NOTE FOR OSD PORTERS: This build requires a pair of new primitives in the OSD synchronization module, as well as some extended functionality in the work item management. See below for details.

     

     

    MAMETesters Bugs Fixed

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

    cabal0119u2ora [David Haywood]

     

     

    Source Changes

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

    Fixed Cabal (joystick) submission from previous release. [David Haywood]

     

    Made a few improvements to dealem (well you can see the game now..) [David Haywood]

     

    Fixed broken SCSP from last update. [R. Belmont]

     

    Changed parameters to read/write handlers from "address" to an unmodified "original_address" parameter (having the passed parameter being unmodified makes it easier to determine the original value while debugging). [Nathan Woods]

     

    Fixed colors in dynduke. [David Haywood]

     

    Changed the following x86 instructions to read/write an entire word rather than two separate bytes: [Philip Bennett]

    - mov_axdisp

    - mov_dispax

    - stosw (8086 only)

    - rep stosw (8086 only)

    Also tweaked handling of x86 WAIT instruction.

     

    Several more opcode fixes for Risky Challenge. [robiza]

     

    Cleaned up the include file usage in the code: [Atari Ace]

    - Removed dead prototypes

    - Added missing self-#includes

    - Added missing source comments in mame/includes

    - Migrated the few #include "driver.h" lines from driver header files to source files (which is the common idiom).

    - Eliminated #include "mame.h", "osdcore.h" et cetera from driver files where #include "driver.h" would suffice.

    - Removed unused srmp6.h and 9900stat.h

     

    Added the rom loading for the various 5*XX roms, which are dumped but not yet hooked up. [David Haywood]

     

    Fixed error messages output from option.c. [Christophe Jaillet]

     

    gstream driver update: [Pierpaolo Prazzoli]

    - Changed to use a default nvram handler

    - Checked the inputs

    - Aligned the sprites

    - Added some comments about oki banking

     

    Major Sega Model 2 rewrite: [Ernesto Corvi]

    - Decoupled the geometry engine code from the hardware rasterizer. At this point, we could add emulation of the geometry DSPs for the 2B and 2C models, and hook them directly to the rasterizer. For the original and 2A models, an HLE geometry engine is provided (currently in use for all models).

    - Full Geometry Engine simulation, including support for specular, multiple centers and dual polygon RAM.

    - Support for all textured/transparent/checkered rendering modes.

    - Improved texel/luma modulation

    - Improved viewport clipping

    - Improved z clipping

    - Extensive notes and documentation.

    - Greatly improved near Z-Clipping, still not perfect though.

    - Improved perspective-correct texturing for large textures.

    - Improved Z-Sorting

     

    Changed Machine to machine in several places where feasible. [Atari Ace]

     

    Added decryption of Jongkyo. [Nicola Salmoria]

     

    The OSD layer is now required to supply to additional synchronization primitives: osd_compare_exchange32() and osd_compare_exchange64(). These primitives should implement an atomic compare and exchange of 32-bit and 64-bit values, respectively. Added implementations of these functions to the Windows OSD layer. [Aaron Giles]

     

    Defined two new inline functions that are built on the new OSD primitives: osd_compare_exchange_ptr(), which performs an atomic compare/exchange on a pointer of the appropriate size, and osd_sync_add() which atomically adds a value to a location in memory. [Aaron Giles]

     

    Changed implementation of OSD work queues that are created with the WORK_QUEUE_FLAG_MULTI hint. Such queues now create n-1 threads, where n in the number of logical processors in the system. This allows the main thread to continue accomplishing things while other threads process the work. If the main thread subsequently calls osd_work_queue_wait(), it will then dynamically "jump in" and help the other threads complete all the work items. [Aaron Giles]

     

    Added new work item flag WORK_ITEM_FLAG_SHARED. When specified on a work item that is queued to a work queue created with the WORK_QUEUE_FLAG_MULTI hint, it means that all threads will be dispatched to process the one work item, instead of the first thread removing it. These "shared" work items are only considered complete when all processing threads have returned. [Aaron Giles]

     

    Added support for controlling multithreading behavior through an environment variable OSDPROCESSORS. To override the default behavior, set OSDPROCESSORS equal to the number of logical processors you wish the OSD layer to pretend you have. [Aaron Giles]

     

    Changed the 3dfx Voodoo emulation code to take advantage of the new threading mechanisms above. It now creates a work queue with the WORK_QUEUE_FLAG_MULTI flag set, and uses shared work items to spread rasterization work across multiple processors. Note that this support should be considered experimental; under some circumstances it is known to deadlock. If you encounter problems, set OSDPROCESSORS to 1 to effectively produce the previous behavior. [Aaron Giles]

     

    Added "top 20" dedicated rasterizers for all the Seattle games and Gauntlet Legends/Dark Legacy. These improve rasterization performance by another 10-20%. [Aaron Giles]

     

    Fixed several more bugs in the 64-bit MIPS recompiler. It is now capable of running the Seattle games and the 3D Gauntlets. [Aaron Giles]

     

     

    New games added or promoted from NOT_WORKING status

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

    Super Hana Paradise [Luca Elia]

    Hanafuda Hana Gokou [Luca Elia]

    Mahjong Tian Jiang Shen Bing [Pierpaolo Prazzoli]

     

     

    New clones added

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

    Nekketsu Koukou Dodgeball Bu (Japan) [David Haywood, Team Japump!]

    Puzzle Game Rong Rong (Japan) [Luca Elia]

    Legend of Hero Tonma (Japan) [David Haywood]

    Legend of Hero Tonma (bootleg, set 2) [David Haywood]

    IQ-Block (V127M, V113FR) [Pierpaolo Prazzoli]

    Cabal (Alpha Trading) [David Haywood]

    Puzzle & Action: Tant-R (Japan) (bootleg set 3) [David Haywood]

    Shinobi (Datsu bootleg) [David Haywood]

    Shinobi (Star bootleg, System 16A) [David Haywood]

    Crack Down (World, FD1094 317-0058-04c) [Arzeno Fabrice, Chris Hardy]

    Super Pang (World 900914, bootleg) [David Haywood]

    Pang (bootleg, set 2) [David Haywood]

    Tehkan World Cup (set 2, bootleg?) [David Haywood]

    DJ Boy (set 2) [David Haywood]

    Hunchback (set 2) [David Haywood]

    Double Dragon (bootleg with M6803) [David Haywood]

    Cannon Ball (Pacman Hardware) [David Haywood]

     

     

    New games marked as GAME_NOT_WORKING

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

    Jongkyo [David Haywood, Nicola Salmoria]

    Vs. Janshi Brandnew Stars [David Haywood]


    AGEMAME 0.119u2 patch released

    Robert
    By Robert,

    Fruit Machine emulator

     

    I’ve finally been able to get my stuff together and get a patch released. This one’s a beaut, too, Haze was able to fix the video glitches in Deal ‘Em (apparently the game was playing, I’d just got the videoram location wrong so you couldn’t see it). It’s still not fully playable, becaus I haven’t added all the inputs, but I couldn’t wait any longer to include it.

    >> Get it HERE.


    Phleon Installer (Moonshell Theme Emulator) BETA v1 Released!

    Alpha
    By Alpha,

    phleon07nw9.th.jpgphleon02mm4.th.jpg

     

    This an exclusive release by 1Emulation! Kloplop321 has been working hard on this Moonshell theme emulator for several months. Moonshell is a multimedia homebrew application for the Nintendo DS. His Moonshell theme emulator for PC/Windows, known as Phleon, has now been released today. Since this is a beta release... if you find any bugs or have suggestions, please let us know by replying in this thread. ;)

    Phleon is a VB.NET program Made to emulate the themes for Moonshell. It is simple to use(in my idea), can go in reduced mode, meaning less processing for the less powerful computers. This program's source will not be released until a Major Version is created, the released source will also be commented heavily to provide examples for other coders.

     

    This program does not emulate Moonshell entirely. It only shows the use and effects of what will happen with the files provided. It can open another theme and change settings, export it, etc. This makes a pure drag and drop Usable theme. It is not totally complete, but does help give an idea if it will work or not. It also has an Error Report window showing what hasn't or could not be loaded.

     

    I do not know what every Moonshell's optional variables are for the configurations, however if there are any, please post examples of them, a link to a theme that uses it, and so forth. I know I am missing a few.

     

    Suggestions always help, thanks.

    »» http://phleon.1emu.net/ [Download / Official Website]

    (View Comments for more Screenshots!)


    No$GBA 2.5 released

    Robert
    By Robert,

    GBA and NDS emulator

     

    04 October 2007 - version 2.5

     

    - help: updated gbatek standalone version 2.5 (about one hundred news since 2.3)

    - vram viewer: supports extended palettes in bg map windows (eg. magnetica demo)

    - nds/help: added ds 3d overview chapter (basics on geometry/rendering engines)

    - nds/help: added ds technical data chapter (containing some basic overview)

    - nds/help: replaced ds various chapter by new ds memory control/timing chapter

    - nds/sound: fixed major unreported bug in 80x86 code sound_bias SWI function

    - nds/3d/help: corrected shininess formula (ie. fixed that max cos 2 angle mess)

    - nds/3d/help: added caution: specular reflection WON'T WORK on camera rotation

    - nds/3d/help: maths basics of vector-by-vector multiply (and purposes thereof)

    - nds/3d/softlight: allows light+color nonsense double def (eg castlevania clip)

    - nds/3d/softlight: much better light-accuracy, and now supports shininess_table

    - nds/3d/softlight: lighting fully calculated by software (without opengl light)

    - nds/timing: split timings for nds7 (fast access) and trashy nds9 (slow access)

    - nds/timing: split addr_clks_table to CODE/DATA addr_clkc_table/addr_clkd_table

    - nds/timing: emulates "half" cycles on 66MHz/nds9 (tcm/cache and n32/2 thumb)

    - nds/timing: emulates nds7 exmemstat gba-slot timing bits (like nds9 exmemcnt)

    - nds/timing/help: added detailed/tested nds7/nds9 code/data memory-timing chart

    - nds/timing/cache: allows more CPU load on bios/mainram when cache is enabled

    - nds/timing: emulates shared N32 access time for two NDS9 thumb 16bit opcodes

    - cpu/speedup: precalculates opcode-timings on interseg-jumps (usually faster)

    - cpu/speedup: faster conditional opcode handling (maybe yet another 3% faster)

    - cpu/speedup: thumb: uses 16bit reads (3% faster on non-32bit-aligned addr's)

    - cpu/speedup: replaced dumb jmp exec_opcode by exec_opcode_mac (ca. 10% faster)

    - cpu/speedup: added more code alignments in cpu-core (not significantly faster)

    - nds/help: added note that 66MHz-nds9 actually runs MUCH SLOWER than 33MHz-nds7

    - nds/cpu: emulates superslow nds9 memory access time (bios,wram,vram,oam,etc)

    - nds/cpu: emulates operand-independend ARM9 multiply time (eg. slow thumb time)

    - nds/wram: emulates wramcnt mapping (no idea if it's used by any games though)

    - nds/3d: adjusted z-rounding (avoid opengl-clip-plane in club house games demo)

    - cpu: emulates cp15-trace-id, debug: disass auto-comments on trace-id and bist

    - nds/help: fixed key1 [scratch] writeback lsw/msw are exchanged (thanks simon)

    - nds/help: cp15 info on trace-id, bist, cache debug/test, supported cache cmds

    - cheat: fixed occassional crash on delete cheat (push/pop) (thanks Hiei Youkai)

    - thanks: rockmanrotties for submarine (timing) and clubhouse (clip) bugreports

    >> Get it HERE.


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