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Mame 0.88u3 update !


James

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http://haze.mame.net/

 

This includes the new debugger code from Aaron, this needs testing, feedback is important! please use the mame.net forums

 

0.88u3

------

 

General Improvements

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

 

More FD1094 improvements, a program to produce the key tables from dumped state data

is now included as etc/fd1094dp.c, please note the key table format has changed

slightly to reflect some new findings [Nicola Salmoria]

 

Various fixes to prevent crashes in X86-64 compiles [Hans de Goede]

 

Misc Fixes [Nathan Woods]

src/cpuintrf.c:

src/cpuintrf.h:

    - Adds a MESS specific CPU core

 

src/inptport.c:

    - Fixed a few input group declarations on MESS specific input types

 

src/sound/astrocde.c:

    - Moved some variable declarations to the tops of their respective groups.

 

Converted mermaid.c to tilemaps [Curt Coder]

* Mermaid

drivers/mermaid.c

vidhrdw/mermaid.c

 

- tilemap conversion

- cleaned up driver

- merged memory map

- removed fake input port

 

Improvements to the Liberator driver, correct proms now used [Aaron Giles]

 

Fixed addc, subc, mulu, muls in Hyperstone Core [Tomasz Slanina]

(fixes title screen objects in suplup, and bullets in misncrft)

 

Hyperstone updates [Pierpaolo Prazzoli]

- Fixed software opcodes when used as delay instructions

- Added nested delays

 

Improvements to SPI decryption [Ville Linde]

 

Jr Pacman driver cleanups [Aaron Giles]

 

New Windows based debugger [Aaron Giles] 

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

 

Note: The new debugger is enabled as the default debugger for the next few u

releases (in a debug build only) to allow feedback, it can be disabled by

changing the makefile

 

(description of 1st update)

 

There are some new behaviors and new ways of doing things you should be

aware of. By default the debugger no longer "auto hides". This was a remnant

of the way the old debugger worked that I have gotten rid of. If you want to

hide all the debugger windows, just close the "main" debug window. It will

return if you break in the debugger at a future time.

 

The "main" window has four panes: a register list on the left, a disassembly

around the current PC at the top, a console output window in the middle, and

an input line at the bottom. The input line supports full editing features,

and you can also use up arrow/down arrow to cycle through recently typed

commands.

 

Hitting Enter on a blank line in the console is equivalent to single

stepping once. You can also do that with F11. To run, either use the "go"

command or hit F12 (or close the "main" window). To run until the next CPU,

either use the "next" command or hit F6.

 

You can bring up multiple independent memory and/or disassembly windows by

using the Debug menu. Each window can look at a different address space on

any CPU. You can enter any expression (including those using registers from

the CPU) into the entry line at the top of these windows in order to specify

which address to begin displaying at.

 

I've implemented a number of useful commands in the console. Type "help" to

navigate the extensive online documentation for a number of examples on how

to use these features. You can do some really cool stuff now with the

conditional watchpoints and breakpoints.

 

This is a work-in-progress, but it's pretty good now (IMHO) and stable for

common debugging operations. Let me know what you like/dislike about it and

what sorts of features you feel are still lacking.

 

(description of 2nd update)

 

F12 now means "run and hide the debugger". I found this was too useful to

get rid of entirely.

F5 just means "run", keeping the debugger visible.

 

Enabling the debugger now forces window mode and prevents you from switching

to full screen mode.

 

(description of 3rd update)

 

* Added step over/step out functionality. F10 or "over" steps over an

instruction. Shift+F11 or "out" steps out of a subroutine or exception

handler. Note that this feature relies on the disassembler to produce some

flags indicating which instructions which need to be stepped over (generally

CALLs and TRAPs) and which instructions end a step out search (generally

RETURNs).

* Modified the 680x0 and MIPS3 disassemblers to support these features.

* Changed the disassembly view to back up 3 instructions when resetting

(that is, the current PC should appear on the 4th line instead of the 1st

line). This is not perfect, but works pretty well overall and should help

see the previous couple of instructions when, say, a watchpoint is hit.

* Improved filtering of keypresses so that they don't leak into the game

when you are typing in the debugger.

 

 

 

 

New Games supported or promoted from GAME_NOT_WORKING status:

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

 

Super Lup Lup Puzzle [Tomasz Slanina, Pierpaolo Prazzoli]

Mission Craft [Tomasz Slanina, Pierpaolo Prazzoli]

these now run due to cpu core fixes being made

 

New Clones supported or promoted from GAME_NOT_WORKING status:

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

 

Hot Rod (4 player, Japan) [Chris Hardy]

Meteorites (italian clone of asteroids) [Pierpaolo Prazzoli]

Liberator (set 2) [Aaron Giles]

Street Fighter EX Plus (USA, 970407) [brian Troha]

 

 

New Non-Working games / clones supported

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

 

Raiden Fighters Jet (Single Board, US) [J. Rodman]

 

Sega Y-Board skeleton driver

Galaxy Force 2, Power Drift, G-Loc, Strike Fighter, Rail Chase

*only* the driver file, no video has been ported yet so nothing works

 

Woodpecker (2 sets)

 

Yachtsman

Edited by James
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