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MAME 0.88u4 Released!


IxI SoNiK IxI
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MAME is an Arcade emulator for Windows.

 

News:

  • New Games supported:
  • Woodpecker [Tomasz Slanina, Pierpaolo Prazzoli]
  • Max-A-Flex driver [Mariusz Wojcieszek]
  • Astro Chase (Max-A-Flex)
  • Bristles (Max-A-Flex)
  • Flip & Flop (Max-A-Flex)
  • Boulder Dash (Max-A-Flex)
  • Cotton [Chris Hardy, Lodewijk, Asure, Nicola Salmoria, David Haywood] - many gfx problems, no sound yet
     
    New Clones supported:
  • Jr Pacman (bootleg on pengo hw) [smf]
  • Shinobi (set 3, 317-0049) [Chris Hardy]
     
    New Non-Working games / clones supported:
  • Raiden Fighters Jet (US SPI, Asia SPI) - incomplete tile / sprite decryption
  • Twin Squash - Pprotection issues
  • Wonderboy 3, System 16a [Chris Hardy] - incomplete s16a emulation

» MAME homepage.

 

 

 

0.88u4

------

 

General Improvements

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

 

Fixed Sprint2 watchdog issues [stefan Jokisch]

 

Fixed nmg5.c crash [Pierpaolo Prazzoli]

 

Fixed nitrobal inputs [sonikos]

 

Jalmah.c updates [Angelo Salese]

Fixed various stuff with the protection in the first version of this HW.This includes

perfect color protection emulation,preliminary sound & preliminary tile transfer emulation

 

Various Sega system 16/18 updates (moonwalker decryption keys etc.) [Chris Hardy]

* note moonwalker needs a cpu core for the mcu (i8051 core?) before it will work

 

Fixed a bug in the fd1094dp.c and fd1094.c decryption to allow for cotton to be decrypted [Nicola Salmoria]

 

Added other hyperstone models, converted vamphalf driver to use 16-bit version [Pierpaolo Prazzoli]

 

 

Discrete Sound Update [Derrick Renaud]

 

Discrete Sound Changes

======================

* Removed the memory mapping system from the discrete inputs.  It served no

purpose and was never functional.  It only added a layer of confusion to the

code by forcing it's use on all current drivers that do not need it.  If

memory mapped inputs are needed in the future (not likely), then they can be

added with a DISCRETE_INPUT_MAP function.

* Now the discrete inputs are written to by their node name only.

  eg: discrete_sound_w(NODE_xx, data)

* DISCRETE_INPUT and DISCRETE_INPUTX have been removed in favour of new

easier to use input modules.

* modified all current drivers to use new code.

* moved discrete sound code from drivers and put in sndhrdw\

 

New Discrete Modules Added

==========================

* DISCRETE_INPUT_DATA(node)  - accepts 8-bit data from discrete_sound_w.

Output at reset is 0.

* DISCRETE_INPUT_LOGIC(node) - 0 if data=0; 1 if data=!0.  Output at reset

is 0.

* DISCRETE_INPUT_NOT(node)  - 0 if data=!0; 1 if data=0.  Output at reset

is 1.

 

* DISCRETE_INPUTX_DATA(node, gain, offset, init)

* DISCRETE_INPUTX_LOGIC(node, gain, offset, init)

* DISCRETE_INPUTX_NOT(node, gain, offset, init)

                              - same as above, but will modify the output by the

                                given GAIN and OFFSET.  At reset the output will

                                be INIT modified by GAIN and OFFSET.

 

Game Driver Changes

===================

* skydiver -  added proper watchdog.  Merged memory map and added proper

mirroring.  Fixed coin input bug skydiver078u3yel.  It's not a 100% accurate

fix, but will work until I get the exact interrupt time.  The current

interrupt time was 100% off.  It is now less then 25% off.  :lol:

 

 

 

 

 

Windows Debugger Updates

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

 

Fixed some compile errors [Nathan Woods]

 

Misc updates [Aaron Giles]

* Added a "PC" register to the I386 core so that it should work in the new debugger

* Cleaned up stepping code

* Now refresh the display and all debugger windows after each step while stepping

* When running with the debugger window open (F5 or 'go'), now update the debugger views

4 times per second

* Can now break into the debugger even if you are focused on a debugger window

* Memory/disasm windows now come up with the currently active CPU selected by default

* added a new command: focus <cpunum>, which is equivalent to ignoring all

other CPUs

* changed ignore and observe to support multiple parameters so you can say "ignore 2,3,4"

* changed ignore so that you are not allowed to ignore the last CPU

* fixed ignore behavior so that other CPUs are truly ignored

* fixed register window so that change hilights are maintained during scrolling and updates

* changed debug memory accessors so they don't log on invalid memory accesses

* tweaked the help text to indicate that help <command> works

* added a new text attribute DCA_CURRENT, which is separate from DCA_SELECTED -- the main

visible difference is that the memory view editing cursor is now hilighted red instead of

yellow

 

In-line memory editing is now supported. To do this, I added a generic

cursor concept to the view system. Each view can handle it however they

want. Right now only the memory view supports a cursor. [Aaron Giles]

 

Click in the memory view to place the cursor. Type over nibbles with 0-F, or

use the arrow keys to navigate around. Tab cycles between the edit box and

the memory editor. [Aaron Giles]

 

updated psx core to show more registers [smf]

 

 

 

 

New Games supported or promoted from GAME_NOT_WORKING status:

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

 

Woodpecker [Tomasz Slanina, Pierpaolo Prazzoli]

 

Max-A-Flex driver [Mariusz Wojcieszek]

Astro Chase (Max-A-Flex)

Bristles (Max-A-Flex)

Flip & Flop (Max-A-Flex)

Boulder Dash (Max-A-Flex)

 

Cotton [Chris Hardy, Lodewijk, Asure, Nicola Salmoria, David Haywood]

many gfx problems, no sound yet

 

 

New Clones supported or promoted from GAME_NOT_WORKING status:

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

 

Jr Pacman (bootleg on pengo hw) [smf]

Shinobi (set 3, 317-0049) [Chris Hardy]

 

New Non-Working games / clones supported

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

 

Raiden Fighters Jet (US SPI, Asia SPI)

incomplete tile/sprite decryption

 

Twin Squash

protection issues

 

Wonderboy 3, System 16a [Chris Hardy]

incomplete s16a emulation

Edited by James
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I came to post this !

Please Do not do this again :thumbsup1: Not wise to clash with others who post news

Your not the only one who post news and info.

 

 

I had ISP problems which was no fault of mine and could not connect.

Edited by James
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I came to post this !

Do not do this again  :(  Not wise to clash with others who post news

Your not the only one who post news and info.

 

I had ISP problems which was no fault of mine and could not connect.

 

umm... ok? :D i did not know i was clashing with any1, so i guess mame updates are off limits then.. my bad, did wait for you to see if u were gonna post it, saw that u didnt so i did :huh: u gotta chill (is the gun a threat?) :thumbsup1:

what happened to mdk4life.gif?

Edited by IxI SoNiK IxI
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