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Mame 84u4 and 84u5 have been released


James

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http://haze.mame.net

 

because there have been some very large changes in the core please test u5 well and make sure to report any new bugs caused by the input system changes at mametesters http://www.mametesters.org/

 

0.84u5

------

 

WARNING: There have been some major internal changes as of this build.

Furthermore, the controller.ini support is temporarily disabled. Any

other input-related bugs, please report to www.mametesters.org.

 

WARNING: Because of the extension to 32-bits, all existing INP files

are invalid. MAME now writes 4 bytes per INP entry instead of 2.

 

Driver Improvements:

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

 

- Significant improvements to the Rabbit driver. [David Haywood]

 

- Included all the worthwhile sound changes from MAME32FX (most of

these in turn are from MAME32Plus). List and (credits) follows:

 

* airbustr.c: FM/PCM balance (RND)

* crimfght.c: adjusted YM and Z80 clock to 4 MHz, matches

real PCB better (???)

* darkseal.c: FM/PCM balance (UNZU)

* ddragon.c: FM/PCM balance (???)

* mitchell.c: adjusted pitches (AKIN)

* namcos1.c: FM/PCM balance (UNZU)

* namcos2.c: FM/PCM balance (RND)

* nemesis.c: PSG/WSG balance (UNZU)

* rohga.c: FM/PCM balance (RND)

* shadfrce.c: FM/PCM balance (RND)

* simpsons.c: Z80+YM2151 clocks, FM/PCM balance (???)

* toki.c: FM/PCM balance (???)

* vaportra.c: FM/PCM balance (UNZU)

* xmen.c: FM/PCM balance, Z80 clock is 8 MHz (???)

 

- Fixed input ports in the megasys1 driver. [Mamesick]

 

- Fixed naming of the various Centipede bootlegs. [stefan Jokisch]

 

- Fixed incorrect graphics decode in the Donkey Kong driver.

[Andrea Mazzoleni]

 

- Fixed DIP switches in the Midway Zeus games. [brian Troha]

 

- Improved colors in Strike Bowling. [Jarek Burczynski]

 

- 4bpp/8bpp tilemaps in ST-0016 driver [Tomasz Slanina]

 

- Hooked up NVRAM for Namco system 12 correctly. [smf]

 

- Improved QSound in ZN games by fixing ROM loading. [barry Rodewald]

 

Changes to the main program:

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

 

- Fixed subtle behavior in the ALLPOT handlers for the POKEY when held

in reset. [MikeJ]

 

- Added generic support for save states on games using the generic bitmap

video hardware. Also converted a number of drivers over to using that

system. [Andrew Gardner]

 

- Fixed memory crash in the TMS34010 core. [Andrea Mazzoleni]

 

- Fixed the mixer code so it doesn't crash if the OSD layer returns an

error. [Andrea Mazzoleni]

 

- Fixed an issue in the H8/3002 core where the timer start register would

mess up timers that were already running. Improves the music tempo for

S12 games.

 

- Added new function: compute_resistor_net_outputs() in res_net.h. This

function calculates outputs (not weights) of color circuits where the

hardware consists of open collector PROMs. [Jarek Burczynski]

 

- Preliminary NEC V810 core (needed for mayjinsen, mayjinsen2 and jsk).

[Thomasz Slanina]

 

- Fixed several compilation issues for LinuxPPC and other ports.

[Lawrence Gold]

 

- Fixed disassembly in mirrored regions for the 6502. [Curt Coder]

 

- Improved i386 disassembly format. [Ville Linde]

 

- Removed PORT_CENTER from drivers that were using it for autocentering

and added a user-configurable autocentering property that applies to

all absolute analog controls. Also made this autocentering intelligent

so that it shouldn't need to be manually set to 0 if using a real

analog device. [Aaron Giles]

 

- Fixed mame_fprintf to output various text file formats based on the

compile-time define CRLF. This must be set and can be equal to 1 (CR

only), 2 (LF only) or 3 (CR+LF). [Aaron Giles]

 

- Fixed several bugs in the new input system and improved the CFG file

format. [Aaron Giles]

 

New Games supported or promoted from GAME_NOT_WORKING status:

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

Rabbit [David Haywood]

Mayjinsen 2 [Tomasz Slanina]

Zupapa!

Sengoku 3

beatmania 6th MIX (ver JA-A)

 

New Clones supported or promoted from GAME_NOT_WORKING status:

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

Mille Miglia 2: Great 1000 Miles Rally (95/05/24) [David Haywood]

Last Fortress - Toride (German) [David Haywood]

Bloxeed (US, C System) [Arzeno Fabrice]

Rad Rally (US) [Arzeno Fabrice]

Dunk Mania (DM2/VER.C) [R. Belmont]

High Impact Football (rev LA4 02/04/91) [brian Troha]

Flashgal (set 2) [f205v]

Gals Panic (set 3) [Paul Priest]

 

New Non-Working games / clones supported

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

Harem [Pierpaolo Prazzoli]

Altered Beast (8571 protected) [Arzeno Fabrice]

Jyuohki (Japan, 8571 protected) [Arzeno Fabrice]

Virtual Bowling [David Haywood]

Champion List II [David Haywood]

Long Hu Bang [David Haywood]

Xing Yen Man Guan [David Haywood]

Chuugokuryuu (Japan) [David Haywood]

Puzzle Star [David Haywood]

 

0.84u4

------

 

WARNING: There have been some major internal changes as of this build.

Furthermore, the controller.ini support is temporarily disabled. Any

other input-related bugs, please report to www.mametesters.org.

 

WARNING: Because of the extension to 32-bits, all existing INP files

are invalid. MAME now writes 4 bytes per INP entry instead of 2.

 

Changes to the main program:

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

 

- Added a number of commented-out default strings and modified all drivers

to use them. [Aaron Giles]

 

- Changed the format of.cfg files to use XML. All old.cfg files are useless,

just toss them away. This should allow for easier backwards compatibility

in the future. [Aaron Giles]

 

- MAME now requires the expat library for XML support. This is included in the

distribution, and is built automatically by default. You can comment out

BUILD_EXPAT in the main makefile to disable this behavior and link against

a precompiled version if you wish. Similarly, zlib has been modified to do

the same thing and is now included with the MAME source. Comment out the

BUILD_ZLIB flag to turn off this behavior and link against a precompiled

lib. [Aaron Giles]

 

- Revamped most of the input and input port system. This means a number of

changes for those who do their own OSD layer. All input APIs are now

unified -- there is no notion of "keyboard" versus "joystick" anymore. The

following APIs are now obsolete:

 

osd_get_key_list

osd_is_key_pressed

osd_get_joy_list

osd_is_joy_pressed

osd_is_joystick_axis_code

osd_lightgun_read

osd_trak_read

osd_analogjoy_read

osd_customize_inputport_defaults

 

Instead there is a new set of simpler APIs:

 

osd_get_code_list

osd_get_code_value

osd_customize_inputport_list

 

The code list returned by osd_get_code_list should include entries for every

keyboard key, every joystick and mouse button, digital versions of joystick

analog axes (e.g., joystick X axis up), as well as entries for analog axes on

joysticks, mice, lightguns, etc. Essentially any input you wish to expose to

the user should be added to this list. Note that if you add items to this

list that don't map to the standard defaults, you must specify one of:

CODE_OTHER_DIGITAL, CODE_OTHER_ANALOG_ABSOLUTE, or CODE_OTHER_ANALOG_RELATIVE

to indicate what type of input you are providing.

 

osd_get_code_value is then later called to retrieve the value for a given

code. Digital inputs should return either 0 or 1. Absolute analog inputs

should return values between ANALOG_VALUE_MIN (-65536) and ANALOG_VALUE_MAX

(65536). Relative analog inputs should return values that approximately

scale to 512 units per pixel (e.g., an X axis moving left 4 pixels should

return -4*512 = -2048).

 

Finally, osd_customize_inputport_list replaces osd_customize_inputport_defaults

and allows you to add any OSD-specific UI input ports, as well as mess with

the default configuration. Note that at this time, the controller.ini file

support is currently disabled in the Windows build. [Aaron Giles]

 

- The configuration of ports has changed a bit now as well. You can now map

any analog axis to an analog port in the standard input UI. There are now

three entries per analog port. The first entry is the analog mapping. The

second and third control the digital decrementing and incrementing

sequences. To map an analog axis, just hit ENTER and then move the axis

in question by a large amount. [Aaron Giles]

 

- Added 32-bit port read handlers, and extended input port internals to 32 bits.

[Aaron Giles]

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