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olaf

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Posts posted by olaf

  1. retroguru.com reports that gp2xmess, the open source GP2x port of MESS (the Multiple Emulator Super System), has been updated to version 0.6-alpha. Version 0.6-alpha is based on MESS v0.102, and below are the changes in this version (quoted from retroguru.com).

     

    - Added a.cfg for ti99_4a mapping the '1' and '2' keys These can be remapped by the user. cfgs/ti99_4a.cfg

    - Removed.gpe from gp2xmess invocation in driver gpes. Also added sync calls to ensure users' cfg files are stored to disk. This is only done after gp2xmess exits. gpes/ti_99_4a.gpe gpes/a2600.gpe gpes/a7800.gpe gpes/coleco.gpe

    - Removed logic testing for scroll lock press. This will be backed out once a virtual keyboard is implemented. This allows for modality. Hitting esc in this mode will exit the emulator whereas when turned on it won't and will be sent to the emulated system. mess/mesintrf.c

    - Removed.gpe extension from gp2xmess executable to keep users from selecting and running it.makefile.gp2x gp2x/gp2x.mak

    - Added apple2 driver and ti99/4a drivers mess/system.c

    - Added apple2 and ti99/4a objs/cpus/sound chips to makefile so I can test them. To support the apple driver means a significant amount of effort to the video system which I'm working on. xmess doesn't seem to support scaling an image down. The default resolution for the apple II series is 560x192 which is double hi-res. The gp2x is only 320x240. I'm working on the video changes in a new file which will be migrated over. gp2x/gp2x_mess.mak gp2x/gp2x_vid.c.new +

    - Added block in driver definitions for gp2x so that I can add single drivers @ a time. TINY supports 1 driver. This log is inside of the TINY macro area. mess/system.c

    - #ifdef'ed out keyboard handling in fs dlg to only be present for __GP2X_HOST__. Cut down on binary size a little bit. gp2x/gp2x_fs_dlg.c

    - Added volume control using the gp2x volume buttons. The volume down button doesn't register down events only up in SDL at the moment. So all that can be done is increase the volume. I'm looking into this. gp2x/gp2x_snd.c + gp2x/gp2x_snd.h + gp2x/gp2x_joy.h

    - Added #defines for xmess indexes for gp2x buttons. gp2x/gp2x_joy.h

    - The tiny makefile seemed to have older core mess obj definitions. Copied the core obj defs from the main mess makefile to the tiny one. Binary size is now a little over 3M. It has all of mess' support stuff in there, most of which is currently unused. gp2x/gp2x_mess.mak

    - Migrated the 'tiny' makefile into the gp2x dir replacing the full build for mess makefile. This will slow down build times and vastly decrease binary size. From this point on only drivers I've tested will be in the binary. gp2x/gp2x_mess.mak

    - The file selection dialog now starts in the directory that the gp2xmess binary is started in.

    A better version of the changes is available here at the official homepage (link: here). Alternatively, you can simply download version 0.6-alpha here.

  2. Emu#dreams reports that Frank Palazzolo has been working on adding more hardware support to MAME, the Multiple Arcade Machine Emulator. Below is a post from his blog about some of the work he's been getting himself into.

     

    Actual MAME-related work!

     

    For those who haven't heard, the speech chip used in Berzerk has been reverse-engineered by "Lord Nightmare"! This is something I've been waiting for for about 7-8 years! I'm sure that the emulation will end up in MAME and PinMAME sooner or later.

     

    Because of this, I spent some time over Christmas looking at the analog filters on the Berzerk speech board. (These are applied to the sound after it comes out of the chip.) I finished the analysis, and it should be pretty straightforward to add them into MAME after the chip emulation is done.

     

    For what it's worth, I've been trying out Maxima with wxMaxima to do the symbolic math for circuit analysis. I know, I could have used SPICE or something - but doing the math from scratch makes it easier to understand what is going on.

     

    After I worked out about half of the math for these filters by hand, I ended up with about 6 pages of algebra. At this point, I figured I should use this as an excuse for learning Maxima. Sure enough, I found an error on page 5. Darned minus signs! :D

     

    The second half of the analysis took about 5 minutes, since the code from the first half was already done, and I could re-use it!

     

    For those who care - the filter is a third-order lowpass - a first order lowpass, followed by a second order with a resonant peak around 2400 Hz.

    You can see this post for yourself here, or leave comments here.

  3. AEP Emulation Page reports that Emu28, the Microsoft Windows emulator of the Clamshell series calculators HP18C and HP28C, has been updated to version 1.09. Below are the changes in this version.

     

    DISPLAY.C

    - changed function UpdateMainDisplay(), removed DEBUG_DISPLAY implementation

    - bugfix in function UpdateContrast(), used background Color 0 in calculator off state even if Color 32 was defined, added critical section for DIB section update because of asynchronous display update now and added update of annunciators

    - bugfix in function CreateLcdBitmap(), DIB section shouldn't created from the memory DC

    - deleted function WriteToMainDisplay(), not necessary for the new display implementation any more

    - added functions LcdProc(), StartDisplay() and StopDisplay() for new the implementation of the display engine

     

    EMU28.C

    - changed function SettingsProc(), added sound handling

    - moved function OnStackCopy() and OnStackPaste() to STACK.C

    - changed function WinMain(), added accelerator key access for menus

     

    EMU28.DSP

    - added stack.c sources

     

    EMU48.H

    - removed definitions of DISP_ANNUN and DISP_MAIN

    - removed reference of variable disp

    - removed function prototype of WriteToMainDisplay()

    - extern declaration of global functions

     

    EMU28.RC

    - added "Sound" group in Settings dialog

    - changed menu text "Copy String" to "Copy Stack" and menu text "Paste String" to "Paste Stack"

    - added accelerator resource

    - changed version and copyright

     

    ENGINE.C

    - bugfix in function WorkerThread(), when changing into SM_RUN state display constrast must also be restored

    - changed function WorkerThread(), when changing into SM_RUN state display engine must be started and when leaving SM_RUN state display engine must be stopped now

     

    FILES.C

    - added function RomType() returning the current ROM version

     

    IO.H

    - added MROW_BEGIN and MROW_END definitions

     

    KML.C

    - bugfix in function SkipWhite(), skipping remark text hadn't stop at string end

    - bugfix in function ParseBlocks(), stopped script parsing without error at unknown block token

    - bugfix in function SkipLines(), TOK_END was handeled wrong -> this caused a RunKey end if condition of TOK_IFPRESSED or TOK_IFFLAG was false and there was no TOK_ELSE inside this level

    - bugfix in function KillKML(), ROM type wasn't reset to the preset value at the end

     

    MOPS.C

    - changed MMU page size bits from code constants to a definition

    - deleted function UpdateDisplay(), not necessary for the new display implementation any more

    - changed function Nwrite(), removed calling of functions UpdateDisplay() and UpdateAnnunciators()

    - changed function WriteIO(), control of the DSPCTL (0x303) register calls now the functions StartDisplay() and StopDisplay() to start/stop the display engine and removed DISP_MAIN references

    - changed function WriteIO(), replaced DISP_ANNUN references by an annuncator implementation in function WriteSlaveIO()

    - changed function WriteSlaveIO(), added annunciator implementation

     

    OPS.H

    - added MMU page and address size definitions

     

    RPL.C

    - added function RPL_GetSystemFlag() returning the state of the given flag

     

    RESOURCE.H

    - added several definitions

     

    STACK.C

    - new modul with the message handler functions OnStackCopy() and OnStackPaste() prior located in EMU28.C

    - changed function OnStackCopy() and OnStackPaste(), they can now also copy real numbers from and to the clipboard

     

    TIMER.C

    - changed function CheckT(), minor optimization in checking if INT or WAKE bit is set

    You can visit the official homepage here or simply download it here.

  4. AEP Emulation Page reports that NEOGEO CDZ Emulator, the Japanese Neo-Geo CD emulator for Microsoft Windows, has been updated. The fifth bug fix for version 2005.12.25 of the emulator is now available. Below are the changes in this bug fix (quoted from AEP Emulation Page).

     

    - Sparrow God doing the operation verification of legend, it meaning that those where luster effect has slipped become matter of concern, it corrected.

    - Being to be difficult, when in the future it renews, only the source.

    You can visit the official homepage here, or simply download it here (source only).

  5. Emu#dreams reports that Dox has been working on adding hardware support to MAME, the Multiple Arcade Machine Emulator. Below is what Dox has been up to.

     

    10.01.2006:

    Another long-standing bug fixed in DECO MLC driver (gfx flipping).

    (btw. it wasn't SH2 core bug...)

    You can find out more information here, as well as view screenshots.

  6. Emu#dreams reports that AGEMAME32, the "Arcade Gambling extension for the Multiple Arcade Machine Emulator", has been updated to version 0.31. Below are the release notes for this version.

     

    In order to fix the problems with AGEMAME32, we need to do a full release (cardline was breaking everything).

     

    The MAME source in this version is at 0.103u1, just so you know what’s happening in relation to patches etc.

     

    Also, AGEMAME32 is now available, and those who like to compile their own might want to have a look at the source we’re using, as the previous ‘renaming’ modification has been improved.

    You can visit the official homepage of AGEMAME32 here, or simply download it here.

  7. retroguru.com reports that Outcast, an Atari ST emulator for the GP2x, has been released. Version 001 is the first alpha release for this brand new emulator, and below are the release notes.

     

    The first early-alpha; playable for some games (Xenon 2: Megablast!), but with bad sound, missing virtual keyboard, no savestates. But its alive! Check back in a day or two for version 002 :D

    You can see where this news originated at GP32x.com Board here, or simply obtain it here.

  8. retroguru.com reports that fmsxDS, the Japanese MSX emulator for the Nintendo DS, has been updated to version 0.06. Below is a translation (fixed up a bit) of the release notes from the official homepage.

     

    Opening, you question with the め, it is. (Just a little it is slow, is but)

    This year, hard it is funny, we would like you to favor to the software it is and should have been year don't you think? is.

     

    The て with reason, it is the fmsxDS.

    As for renewal place,

    Cassette tape correspondence, sound alteration and State saving correspondence, is.

     

    Very, with the gbamp driver the append does not move well, we would like to see, don't you think? is, the ぇ.

    Depending, retention to the cassette tape does not operate.

    You can visit the official homepage here or simply download the latest version here.

  9. Emu#dreams reports that PotatoMulti, the Java-based multiple console and arcade emulator, has had work done on it. Below is the news posted on the official homepage today about the work-in-progress.

     

    2005-01-09: Three new games including Commando!

    Due to popular demand, I added a new arcade game driver for the PotatoMulti emulator for the infamous Commando.

    I also added a driver for Tropical Angel and Mr. Jong (Japan).

     

    As usual, you can see the new screenshots on the Status page.

    You can visit the official homepage of PotatoMulti here.

  10. Emu#dreams reports that Haze has been working on MAME, the Multiple Arcade Machine Emulator, some more. Below is what he posted on his official MAME WIP page.

     

    BackFire!

     

    Again based on Bryan’s work I’ve split BackFire! from the generic 156 driver and put it in it’s own file. The game is fairly different to the other Deco156 based games in that it supports 2 monitors. Both Monitors are now displayed, although colour problems remain. The game remains unplayable as it needs further work on the maths co-processor.

    You can visit Haze's official MAME WIP page here, or see this individual post with screenshots here.

  11. AEP Emulation Page reports that 88VA Eternal Grafx, the NEC PC-88VA emulator for Microsoft Windows, has been updated to version r060102. Below are the changes in this version.

     

    Mouse

    O mounting. The mouse is used, [ Device - with Mouse ] マウスエミュレー Shaun is made effective, [ Device - Mouse Port - the mouse is connected to the mouse port with Moude ].

    O [ Other - Mouse Rapid ] adjustment of running fire speed when selecting.

    Correcting the fact that calculation system of current time is not correct when calculating the o mouse portable quantity.

     

    Joy pad

    O [ Other - Joy Rapid ] adjustment of running fire speed when selecting.

     

    CPU

    Correcting the fact that segmented pre- fix was ignored with oADD4S/SUB4S.

    O -> Operation of the for sentence which uses single precision real number type variable with BASIC was corrected.

     

    Memory

    Correcting the fact that write protection of the o memory switch is applied to the whole backup memory.

    O -> The external character register (the type which directly is written to memory) possibly.

     

    CGROM

    External character register from o CGROM access port mounting & SGP: S OR of o PATBLT mounting o LOGICAL-OP D mounting

    o -> operation when in the title indication o "of Boomering" BITBLT the size of source and destination is different correction & graphics: O port 100h bit 13 (XVSP video output prohibition) mounted o port 100h bit 15 (GDEN0 graphic picture indication permission) mounting

     

    tool window

    Way it becomes the indication where the lever closes when the o floppy is inserted, modification (only the default skin)

    You can visit the official homepage here, or simply download it here.

  12. Emu#dreams reports that advances in support for World Cup Volleyball ‘95 in MAME, the Multiple Arcade Machine Emulator, have been made by Haze. Below is what Haze posted on his official MAME WIP homepage.

     

    I decided to take a look at some more of the things Bryan submitted. I’m currently looking to hook up both screens in BackFire (it’s meant to be a 2 screen game) and seeing if I can make any progress with the Co-Processor.

     

    Dox found what appears to be a bug in the ARM core, a workaround allows World Cup Volleyball to boot, and a few fixes to the Co-Processor gets proper working credits and timers. The game is quite playable, although seems too easy, maybe due to other copro bugs.

     

    DON’T expect this to be in the next u update, the workaround hasn’t been fully tested, nor have the copro changes but this should give you some idea of what it looks like.

    You can visit Haze's official MAME WIP homepage here, or view the single post by itself here. Screenshots and more are available at these links.

  13. The Emulation64 Network reports that SSF, the Japanese Sega Saturn emulator for Microsoft Windows, has been updated to version 0.07 beta R2' (yes, the apostrophe is supposed to be there). As there is no change log of what's new in this version readily available, I will post the new compatibility specifications of the emulator with the actual Sega Saturn hardware.

     

    SH2 emulator - 100%

    68000 emulator - 100%

    VDP1 block - 100%

    VDP2 block - 90%

    SCU block - 100%

    SMPC block - 100%

    SCSP block - 100%

    CD block - 85%

    You can visit the official homepage of SSF here, or simply download it here.

  14. Emu#dreams reports that Bryan McPhail has been working on fixing hardware support in MAME, the Multiple Arcade Machine Emulator. Below is his post from his MAME work-in-progress page.

     

    There has been a long-standing known bug in dec0.c for some time (checking my notes, it's been there for 7 years!), in that row & column scroll could not be applied to a tilemap simultaneously. The reason for this limitation is that Mame's tilemap system did not support this. Anyway... I've re-implemented the rendering of this sytem by providing a new tilemap draw function that correctly implements simultaneous row & column scroll. I also verified the rendering of all video modes using a trojan on a Birdie Try board. This finally fixes the waterfalls in Midnight Resistance! (It doesn't really affect any other games, but the source code is much cleaner now).

     

    Whilst working on this driver I noticed there are several revisions of games that are still not dumped, eg, Japanese Heavy Barrel, World Fighting Fantasy, USA Boulderdash. If you have any games on this hardware please check the revision/rom-code ID against Mame to see if you have an unsupported set.

    You can visit Bryan McPhail's MAME WIP page here to see screenshots and more.

  15. retroguru.com reports that SquidgeSNES, the brand new Super NES emulator for the GP2x, has been updated to version 0.0.2. Here's what Squidge, the programmer, had to say about it.

     

    ok, I've just uploaded version 0.0.2:

     

    Now uses Rlyeh's SDK instead of my own

    Only one file now instead of two

    Double buffered instead of single buffered

    Colors corrected

    Controls implemented (game are now playable, yey  :P )

    I've just implemented an onscreen fps counter (will be available from the next version for anyone who cares) andi n SMW I get a fairly consistant 40fps. I reckon I can get this to at least 50 fps, if not 60 fps over the next few days. Stay tuned  :lol:

    You can see these posts here at GP32x.com Board, or simply download it here.

  16. AEP Emulation Page reports that CPCE, the Amstrad CPC emulator (for DOS, DPMI, and WIN32), has been updated to version 1.53. Below are the changes in this version.

     

    YMP internally decompresses LZH-packed YM files (LHA.EXE is no longer required), and disabled channels don´t make any noise now. A tiny bug in the ZIP archive handler and another one in netplay (discovered by Shane) have been corrected, too.

    You can visit the official homepage here, or simply download it here.

  17. iq_132 has reported that Haze has done some work on fixing hardware support added to MAME, the Multiple Arcade Machine Emulator, by Luca (posted earlier). Below is what Haze posted on his WIP page (truncated).

     

    Twin Action vs. Mustang

     

    So.. it seems Afega’s games aren’t so original either… Luca recently added support for Twin Action, but it wasn’t working; it reset when you hit the fire button and the player sprite was invisible. That behavior reminded me a lot of a previous game I’d look at, US AAF Mustang, actually the whole game did right down to the parallax scrolling sprites for the ground. Sure enough comparing the Afega and NMK16 drivers revealed that Afega had copied most of the NMK hardware and that Twin Action was nothing but a bootleg of US AAF Mustang. By using the same protection patches as used for Mustang (with some slight adjustmenets to compensate for code being moved about), Twin Action started working.

    You can visit Haze's MAME WIP page here to see screenshots and more.

  18. Emu#dreams reports that Luca Elia has been working on adding support for more hardware in MAME, the Multiple Arcade Machine Emulator. Below is Luca's post about the work, originally riddled with screenshots (so, there are gaps).

     

    I've added a 1994 arm wrestling game to the cischeat.c driver. It's Jaleco's Arm Champs II, a dedicated machine with a real mechanical arm to battle against:

     

    This kind of games are Jaleco's specialty (see the hilarious Scud Hammer) and not quite the same in MAME.

     

    A prequel also exists, but it's a most wanted rom.

     

    Then there's this game from korean Afega, that I've added as non working to the afega.c driver. Only the attract mode works, while playing you are invisible and off screen (last screenshot):

     

    (Haze correctly points out this must be a bootleg of US AAF Mustang, which is also protected and not working).

     

    Finally, a couple of Dynax mahjong games added to ddenlovr.c for good measure. They are Mahjong The Dai Chuuka Ken..

     

    .. and Mahjong The Mysterious World:

    You can see this post for yourself as well as the screen shots that were taken out of the post here.

  19. AEP Emulation Page reports that QEMu, the emulator for various CPUs (on Linux, Windows, FreeBSD and Mac OS X), has been updated. Only the Windows version has received an updated to version 0.8.0, and below are the release notes for this update.

     

    A binary and a patch for VLAN socket support is added. (2006/01/08)

    How to use network is updated.

    You can visit the official homepage of QEMU on Windows here for releases, patches, and more information.

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