› Foros › Retro y descatalogado › Arcade y emulación
0.195
-----
MAMETesters Bugs Fixed
----------------------
- 03563: [Graphics] (namcos11.cpp) souledge: Li Long stage background problem (smf)
- 05764: [Graphics] (radio86.cpp) radio4k: Display is not stable and flickers (shattered)
- 06446: [Graphics] (shanghai.cpp) kothello: Display cut off at right (AJR)
- 06688: [Graphics] (sandscrp.cpp) sandscrp and clones: Graphic priority issue in title screen animation (cam900)
- 06866: [Interface] (midxunit.cpp) revx: No crosshairs (Osso)
- 06867: [Misc.] (namcos12.cpp) technodr: Game refuses to boot if printer is ON (Osso)
- 06870: [Sound] (mario.cpp) mario and clones: Missing music/sound effects (AJR)
- 06872: [Documentation] (vegas.cpp) sf2049se: Wrong Year Listed (And Publisher?) (sjy96525)
- 06884: [Crash/Freeze] (djmain.cpp) All sets in djmain.c: MAME exception (smf)
- 06885: [Crash/Freeze] (qdrmfgp.cpp) qdrmfgp2: Hang on boot (Osso)
- 06888: [Crash/Freeze] (segag80v.cpp) tacscan: Cannot play past second phase (AJR)
- 06889: [Graphics] (darkseal.cpp) darkseal: Background missing in the first boss area and third stage (cam900)
New working machines
--------------------
89 in 1 Mini Game Console (060-92023011V1.0) [TeamEurope]
007: GoldenEye (Tiger handheld) [hap, Sean Riddle]
200 in 1 Retro TV Game [David Shah]
Back to the Future (Tiger handheld) [hap, Sean Riddle]
Coolboy RS-18 (280 in 1) [TeamEurope]
Family Pocket 638 in 1 [David Shah]
FC Pocket 600 in 1 [David Shah]
Hammer Boy [alt/deepfb, Dan Dare, mad3001, Habi, Adonias, cpcmaniaco, Robcfg, Pablo Ruiz, Recreativas.org, The Dumping Union]
Hook (Tiger handheld) [hap, Sean Riddle]
Play TV Skateboarder (NTSC) [Sean Riddle, David Haywood]
Player's Edge Plus (PS0280) 4th of July Slots [Brian Troha, Kevin Nagle]
Robocop 3 (Tiger handheld) [hap, Sean Riddle]
Sonic The Hedgehog 2 (Tiger handheld) [hap, Sean Riddle]
Street Fighter 2010 - The Final Fight (Tiger handheld) [hap, Sean Riddle]
Strider (Tiger handheld) [hap, Sean Riddle]
SY-888B 288 in 1 Handheld [David Shah]
ZDog (44 in 1) [unknown]
New working clones
------------------
Ares no Tsubasa (Japan, rev. A) [Corrado Tomaselli, The Dumping Union]
Coleco Head to Head: Electronic Hockey (TMS1000 version) [hap, Sean Riddle]
Connectv Skateboarder (PAL) [Sean Riddle, David Haywood]
Donkey Junior High Score Kit (hack,V1.2) [smf]
Donkey Kong High Score Kit (hack,V1.0a) [smf]
Donkey Kong High Score Kit (hack,V1.2) [smf]
Donkey Kong/DK (Japan) (hack,V1.1 IKE) [smf, SpinDaddy]
Gee Bee (UK) [Andrew Welburn, The Dumping Union]
Gigas Mark II (MC-8123 317-5002) [frsj8112]
Hard Yardage (v1.10) [Brian Troha, The Dumping Union]
Ironman Ivan Stewart's Super Off-Road (rev 3) [unknown]
Moon Shuttle (US, version A) [ShouTime, The Dumping Union]
Pac-Land (Bally-Midway) [Andrea Palazzetti]
Pac-Man (bootleg, Video Game SA) [Arcade Vintage, Recreativas.org, The Dumping Union]
Quarterback (rev 1, cocktail) [Brian Troha, The Dumping Union]
Rabbit (Japan, location test) [Hammy, Spinalfeyd, The Dumping Union]
Street Fighter II: The World Warrior (bootleg, set 2) [f205v, Maru79]
Street Fighter II: The World Warrior (bootleg with rules screen) [hammy, The Dumping Union]
Street Fighter II': Champion Edition (Taiwan 920313) [sampson]
Tapper (Budweiser, 12/9/83) [Marc Deslauriers]
Target Ball '96 [Brian Troha, TeamEurope, The Dumping Union]
Tecmo Bowl (World, set 2) [coolmod]
Machines promoted to working
----------------------------
100 in 1 Arcade Action II (AT-103) [David Shah]
888888 in 1 (Coolboy AEF-390) [David Shah]
999999 in 1 (PXP2 Slim Station) [David Shah]
Altos Computer Systems ACS8600 [Carl]
BittBoy Mini FC 300 in 1 [David Shah]
dreamGEAR My Arcade Gamer V Portable Gaming System (DGUN-2573) [David Shah]
PowerJoy Navigator 50 in 1 [David Shah]
PowerJoy Supermax 30 in 1 [David Shah]
PowerJoy Supermax 60 in 1 [David Shah]
Samuri (60 in 1) [David Shah]
Sports Game 69 in 1 [David Shah]
Super Arcade 110 (set 1) [David Shah]
SY-889 300 in 1 Handheld [David Shah]
Clones promoted to working
--------------------------
999999 in 1 (8 bit Slim Station, NEWPXP-DVT22-A PCB) [David Shah]
Panasonic JB-3000 [Luke Sleeman, protosphere]
Super Arcade 110 (set 2) [David Shah]
New machines marked as NOT_WORKING
----------------------------------
Blockout (TAX) [Peter Wilhelmsen, David Haywood]
Casio SK-1 [Vas Crabb]
CoolBoy RS-8 168 in 1 [TeamEurope]
DVTech Nimbus 176 in 1 [CaH4e3]
e-kara Starter [Sean Riddle, Peter Wilhelmsen]
Handheld 210 in 1 [David Shah]
Intelligence Advance E/R Lerncomputer [R. Belmont, Sean Riddle, TeamEurope, rfka01]
MOGIS M320 246 in 1 Handheld [David Shah]
Olympia BOSS D [friol, rfka01]
Panafacom Duet-16 [rfka01, Carl]
Pittanko Zaurus [R. Belmont, SpinalFeyd, TeamEurope, The Dumping Union]
Play TV Baseball 2 [Sean Riddle, Peter Wilhelmsen]
Play TV Bass Fishin' [Sean Riddle, Peter Wilhelmsen]
Play TV Boxing (NTSC) [Sean Riddle, Peter Wilhelmsen]
Play TV Card Night (NTSC) [Sean Riddle, Peter Wilhelmsen]
Play TV Monster Truck (NTSC) [Sean Riddle, Peter Wilhelmsen]
Play TV Ping Pong [Sean Riddle]
Pocket Games 150 in 1 [David Shah]
Sekai Kaseki Hakken (Japan, SKH1 Ver.A) [coolmod, The Dumping Union]
Soreyuke Anpanman Crayon Kids (J 001026 V1.000)
[ShouTime, Bill D, Surgeville, Sean Sutton, George Walsh, Evan Korzon, Dullaron, SpinalFeyd, Gyrovision, Bryce Van Horn,
Paul Vining, Charles MacDonald, Smitdogg, The Dumping Union]
Star Wars Saga Edition - Lightsaber Battle Game [Sean Riddle, Peter Wilhelmsen]
Super Medal Fighters (Japan 970228)
[ShouTime, Surgeville, Sean Sutton, George Walsh, Evan Korzon, Dullaron, SpinalFeyd, Gyrovision, Bryce Van Horn, Paul Vining,
Charles MacDonald, Smitdogg, The Dumping Union]
The Dealer (ACL) [Robbbert, Shamus McCrave, Guru]
Triumph-Adler alphatronic P1 [rfka01]
VJ Visual & Music Slap [Naibo]
Wireless [BeckyRGB]
Wireless Air 60 [BeckyRGB]
XaviX Tennis (XaviXPORT) [Sean Riddle, Peter Wilhelmsen]
Zhaoji Fengdou [Peter Wilhelmsen, The Dumping Union]
Zone 40 [BeckyRGB]
New clones marked as NOT_WORKING
--------------------------------
Compaq Portable II [rfka01]
ConnecTV Bass Fishin' [Sean Riddle, Peter Wilhelmsen]
ConnecTV Boxing (PAL) [Sean Riddle, Peter Wilhelmsen]
ConnecTV Card Night (PAL) [Sean Riddle, Peter Wilhelmsen]
ConnecTV Monster Truck (PAL) [Sean Riddle, Peter Wilhelmsen]
Donkey Kong/JR (combo) (hack,V1.2) [smf]
Double Donkey Kong (hack,V1.2) [smf]
Dam Dam Boy (on Tsukande Toru Chicchi PCB) [R. Belmont, SpinalFeyd, Klaus, The Dumping Union]
Ericsson WS286 [Edstrom, Mattis Lind]
Olympia BOSS A 8085 [rfka01]
Olympia BOSS B [rfka01]
Olympia BOSS B 8085 [Carl, rfka01]
Olympia BOSS C [rfka01]
Sangokushi II (bootleg) [Hammy, Spinalfeyd, The Dumping Union]
New working software list additions
-----------------------------------
electron_cart: Solidisk EFS 2.1E, Stop Press 64 [Nigel Barnes]
electron_flop: BBC Music Demo World [Nigel Barnes]
fmtowns_cd:
Battle Chess, Emit Vol. 1 - Toki no Maigo, Emit Vol. 2 - Inochigake no Tabi [redump.org, r09]
Doda Mega-Mix!!!, Oshare Club, Rinkan Gakkou, Sakura no Mori [r09]
Ku2++ [Tokugawa Corporate Forums, DamienD]
fmtowns_flop: Cameltry, Dragon Slayer - The Legend of Heroes [r09]
gamegear:
David Robinson's Supreme Court (non-playable demo), David Robinson's Supreme Court (non-playable demo, hack),
Off The Wall (prototype), Street Battle (US, SMS Mode, prototype), Super Off Road (prototype) [David Haywood]
ibm5150:
Blood Money, Indiana Jones and the Temple of Doom, The Norton AntiVirus 1.0, The Norton AntiVirus 2.0,
Nova 9: The Return of Gir Draxon (version 1.0), Rambo III, Renegade [Arcade Shadow]
Airborne Ranger, Alf - The First Adventure,
ASP: A Statistical Package for Business, Economics, and the Social Sciences (Student Version), Lotus Amstel Beta Build 2
[Justin Kerk]
ibm5170:
Alien Breed, Alien Carnage, Batman Returns, Blake Stone: Planet Strike, Epic Pinball: Deep Sea, Fire and Ice [Arcade Shadow]
The Adventures of Willy Beamish [Justin Kerk]
mac_flop:
Beyond Dark Castle, MacBTX 1&1, MacDraw 1.9.5 (German), Photoshop 2.5.1 Limited Edition (German) [darkstar]
Airborne!, System Software 1.1, System Software 3.0 [Justin Kerk]
pce: Off The Wall (prototype) [David Haywood]
pico:
Image Training for the Right Side of the Brain - The Arithmetic & ABC Fight vs Mojars (Best Selection, Jpn),
Kanshuu Unou Image Training - Hiragana - Katakana (Best Selection, Jpn), Soreike! Anpanman no Minna de Kyousou Anpanman! (Jpn)
[TeamEurope]
sg1000: Shenqi huayuan (Tw), Yuzhou zhanshi (Tw) [David Haywood]
Software list items promoted to working
---------------------------------------
electron_cart:
Advanced Plus 3, Advanced Plus 3/4, Advanced Quarter Meg RAM, Cumana Floppy Disc System v1.00, Cumana Floppy Disc System v1.01,
Cumana Floppy Disc System v1.02, Slogger Electron Disk System v1.00, Slogger Electron Disk System v1.02,
Slogger Electron Disk System v1.03, Sound Expansion v3 [Nigel Barnes]
fmtowns_cd:
Elfish, Elfish Lite, Hana no Kioku, Hoshi no Suna Monogatari 3, Kindan no Ketsuzoku, Koko wa Rakuensou, Koko wa Rakuensou 2,
Oshare Cooking, Psychic Detective Series Vol. 3 - Aya, SimEarth, The 4th Unit 3 - Dual Targets, The 4th Unit 7 - Wyatt,
Towns Hyakunin Isshu, Trigger, Ultima VI - The False Prophet [Carl, r09]
fmtowns_flop:
Columns [Carl]
D.P.S SG - Dream Program System SG, D.P.S SG 2 - Dream Program System SG Set 2, D.P.S SG 3 - Dream Program System SG Set 3,
Dinosaur, Dr. Stop!, Image, Irium, Premium 2, Rance 2 - Hangyaku no Shoujotachui, Toushin Toshi, Toushin Toshi (Alt Disk 2),
VZ Editor 1.6 with ATOK 7 [Carl, r09]
picno: Kiiroi Kyoryu-kun Parasa no Obake Taiji [SSJ, Dustin, TeamEurope]
New NOT_WORKING software list additions
---------------------------------------
dc:
18 Wheeler - American Pro Trucker (Euro), 18 Wheeler: American Pro Trucker (Jpn), 18 Wheeler: American Pro Trucker (USA),
18 Wheeler: American Pro Trucker (USA, Prototype 20010202), 18 Wheeler: American Pro Trucker (USA, Prototype 20010202),
18 Wheeler: American Pro Trucker (USA, Prototype 20010405), 18 Wheeler: American Pro Trucker (USA, Prototype 20010405),
21: Two One (Jpn), 4 Wheel Thunder (Euro), 4 Wheel Thunder (USA), 4x4 Evo (USA), 90 Minutes: Sega Championship Football (Euro),
Advanced Daisenryaku 2001 (Jpn), Advanced Daisenryaku: Sturm uber Europa - Der Deutsche Blitzkrieg (Jpn),
Aero Dancing featuring Blue Impulse (Jpn), Aero Dancing featuring Blue Impulse Tentou Taikenban (Jpn), Aero Dancing F (Jpn),
Aero Dancing F (Jpn, Rev. 1), Aero Dancing F - Taikenban (Jpn), Aero Dancing F Taikenban (Jpn),
Aero Dancing F: Todoroki Tsubasa no Hatsu Hikou (Jpn), Aero Dancing i: Jikai Saku Made Matemasen (Jpn), Aero Dancing i (Jpn),
Aero Dancing: Todoroki Taichou no Himitsu Disc (Jpn), Aero to Jet de Dancing - Taikenban Disc (Jpn),
AeroWings 2: Airstrike (Euro), AeroWings 2: Airstrike (USA), AeroWings (Euro), AeroWings (USA),
After...: Wasureenu Kizuna - Shokai Genteiban (Jpn), Aikagi: Hidamari to Kanojo no Heyagi (Jpn), Air (Jpn),
Akihabara Dennou-gumi Pata Pies! (Jpn), Airforce Delta (Jpn), Airforce Delta (USA), Airforce Delta (USA, Alt),
Alice Dreams Tournament (Euro), Alice Dreams Tournament (Euro, Collector's Edition), Alice Dreams Tournament (Jpn),
Alice Dreams Tournament (Jpn, Collector's Edition), Alice Dreams Tournament (USA),
Alice Dreams Tournament (USA, Collector's Edition), Alien Front Online (USA), Alien Front Online (USA, Prototype 20010625),
Alone in the Dark: The New Nightmare (Euro), Alone in the Dark: The New Nightmare (Fra),
Alone in the Dark: The New Nightmare (Ger), Alone in the Dark: The New Nightmare (USA), Angel Present (Jpn),
Angel Wish: Kimi no Egao ni Chu! (Jpn), Animastar (Jpn), Ao no 6-go Saigetsufutai Hito: Time and Tide (Jpn), Aqua GT (Euro),
Armada (USA), Army Men: Sarge's Heroes (Euro), Army Men: Sarge's Heroes (USA), Atari Anniversary Edition (USA),
Atsumare! Guru Guru Onsen BB (Jpn), Atsumare! Guru Guru Onsen (Jpn), Bakuretsu Muteki Bangaioh (Jpn), Baldr Force EXE (Jpn),
Ball Breakers (USA, Prototype 20000924), Bangai-O (Euro), Bangai-O (USA), Bang! Gunship Elite (USA),
Bass Rush Dream: EcoGear PowerWorm Championship (Jpn), Battle Beaster (Jpn), Bikkuriman 2000: Viva! Festiva! (Jpn),
Biohazard: Code: Veronica - Kanzenban (Jpn), Biohazard: Code: Veronica - Shokai Genteiban (Jpn),
Biohazard: Code: Veronica - Shokai Genteiban (Jpn, Alt), Biohazard: Code: Veronica - Trial Edition (Jpn), Black Matrix A/D (Jpn),
Blue-Sky-Blue: Sora o Mau Tsubasa - Shokai Genteiban (Jpn), Blue Stinger (Euro), Blue Stinger (Fra),
Blue Stinger (Fra, Prototype 19990824), Blue Stinger (Ger), Blue Stinger (Jpn), Blue Stinger (USA), Boku Doraemon (Jpn),
Boku no Tennis Jinsei (Jpn), Boku to, Bokura no Natsu (Jpn), Bomber Hehhe! (Jpn), Bomberman Online (USA),
Bomberman Online (USA, Prototype 20010908), Border Down (Jpn), Bounty Hunter Sara: Holy Mountain no Teiou (Jpn),
Broadband Passport (Jpn), Broadband Passport (Jpn, Alt), Buggy Heat (Euro), Buggy Heat (Jpn), Bust-A-Move 4 (Euro),
Bust-A-Move 4 (USA), Caesars Palace 2000: Millennium Gold Edition (Euro), Caesars Palace 2000: Millennium Gold Edition (USA),
Cafe Little Wish (Jpn), Canary: Kono Omoi wo Uta ni Nosete (Jpn), Candy Stripe: Minarai Tenshi (Jpn), Cannon Spike (Euro),
Cannon Spike (USA), Canvas: Sepia-iro no Motif (Jpn), Capcom Taisen Fan Disc (Jpn),
Capcom vs. SNK 2: Millionaire Fighting 2001 (Jpn), Capcom vs. SNK (Euro), Capcom vs. SNK: Millennium Fight 2000 (Jpn),
Capcom vs. SNK: Millennium Fight 2000 (Jpn, Rev. 1), Capcom vs. SNK: Millennium Fight 2000 Pro (Jpn), Capcom vs. SNK (USA),
Cardcaptor Sakura: Tomoyo no Video Daisakusen (Jpn), Carrier (Euro), Carrier (Jpn), Carrier (USA), Centipede (USA),
Championship Surfer (Euro), Championship Surfer (USA), Chaos Field (Jpn), Charge 'n Blast (Euro), Charge 'n Blast (Jpn),
Charge 'n Blast (USA), Cherry Blossom (Jpn), Chicken Run (Euro, English), Chicken Run (Euro, French / Italian / Spanish / German),
Chicken Run (USA), Chocolat: Maid Cafe "Curio" (Jpn), Chocolat: Maid Cafe "Curio" - Taikenban (Jpn),
Chou Hatsumei Boy Kanipan: Bousou Robot no Nazo!? (Jpn), ChuChu Rocket! including Dreamkey 1.5 (Euro),
ChuChu Rocket! inclus Dreamkey 1.5 (Fra), Chu-Chu Rocket! (Jpn), ChuChu Rocket! (USA), Close To: Inori no Oka (Jpn),
Coaster Works (Euro), Coaster Works (USA), Confidential Mission (Euro), Confidential Mission (Euro, Prototype 20010409),
Confidential Mission (USA), Conflict Zone (Euro), Conflict Zone (USA), Cosmic Smash (Jpn), Crazy Taxi 2 (Euro),
Crazy Taxi 2 (Jpn), Crazy Taxi 2 (USA), Crazy Taxi (Euro), Crazy Taxi (Jpn), Crazy Taxi (USA), Crazy Taxi (USA, Sega All Stars),
Culdcept II (Jpn), Cyber Troopers Virtual-On: Oratorio Tangram (Jpn), Cyber Troopers Virtual-On: Oratorio Tangram (USA),
D2 Shock (Jpn), D-2 (USA), Dance Dance Revolution 2nd Mix - Dreamcast Edition (Jpn),
Dance Dance Revolution Club Version - Dreamcast Edition (Jpn),
Dancing Blade: Katte ni Momotenshi II - Tears of Eden - Kanzenban (Jpn), Dancing Blade: Katte ni Momotenshi! - Kanzenban (Jpn),
Dave Mirra Freestyle BMX (Euro), Dave Mirra Freestyle BMX (USA), Daytona USA 2001 (Euro), Daytona USA 2001 (Jpn),
Daytona USA (USA), Daytona USA (USA, Prototype), Deadly Skies (Euro), D no Shokutaku 2 (Jpn), D no Shokutaku 2 (Jpn, Alt),
GameShark Lite (USA), Jet Coaster Dream (Jpn), J.League Spectacle Soccer (Jpn), Puzzle Bobble 4 (Jpn),
Resident Evil: Code: Veronica (Euro), Resident Evil: Code: Veronica (Euro, Prototype), Resident Evil: Code: Veronica (Fra),
Resident Evil: Code: Veronica (Ger), Resident Evil: Code: Veronica (USA), Seaman: Kindan no Pet (Jpn), Seaman (USA),
TNN Motorsports Hardcore Heat (USA) [FakeShemp]
ews286_flop:
DOS v3.10C, DOS Supplemental Programs v3.10C, Ericsson Maintenance Program v4.10 [Edstrom]
hyperscan:
Ben 10 (USE1), Ben 10 (USE2), IWL - Interstellar Wrestling League (USE1), IWL - Interstellar Wrestling League (USE2),
Marvel Heroes (USE2), Spider-Man (USE1), X-Men (USE) [incog]
leapster:
Animal Genius (US), Cars 2 (US), Creature Create (US), Kindergarten (US), Learning with Leap (US), Letterpillar (US),
Number Raiders (US), Ratatouille (US), Scholastic I Spy - Challenger (US), Scooby Doo! - Spooky Snacks! (US), Scooby Doo! (US),
Star Wars - Jedi Reading (US), Thomas and Friends - Calling all Engines! (US), Up (US), Wall-E (US) [TeamEurope]
mac_flop: RadiusWare [darkstar]
Translations added or modified
------------------------------
Portuguese (Brazil) [Wellington Uemura]
Turkish [Kadir Eksi]
Source Changes
--------------
-tms9927: Fixed excessive sync width after recomputing parameters during sync. [AJR]
-ponpoko, hcastle, sonson: Changed to 4-way joysticks. [AJR]
-Fixed flip screen rendering of DECO MXC06 sprites. [AJR]
-Added some internal peripheral block registers to 80186 debug state. [AJR]
-Fixed ASCII dump output for big-endian spaces. [AJR]
-i960: Fixed disassembly of REG instructions. [AJR]
-deco146/deco104: Synchronize soundlatch writes - fixes dropouts in dblewing. [AJR]
-decocass.cpp: Inverted sprite/sprite priority - seems to help coozumou. [AJR]
-com8116: Added several clock rate/divider table variant types. [AJR]
-saturn, sfish2: Encapsulated existing CD-ROM emulation as device. [AJR]
-Set up heavily mirrored memory ranges with subunit masks (e.g. orunners) much more efficiently. [AJR]
-Created RST interrupt buffer device. [AJR]
-ym2203: Made interrupt output use an instant timer, preventing synchronization glitches. [AJR]
-msm6242: De-assert interrupt output when the IRQ flag is cleared. [AJR]
-6840ptm: Stop defaulting external clocks to 1 Hz. [AJR]
-Register device callbacks and add some basic validation for them. [AJR]
-unidasm: Corrected endianness of m6800, m6805 and other Motorola-type CPUs. [AJR]
-cdicdic: Made DMA handling safer. [AJR]
-z8: Made address spaces big-endian. [AJR]
-hd63484: Added external skew kludge to prevent display cutoff in kothello. [AJR]
-photoply.cpp: Added Cirrus Logic GD5446 VGA PCI device - now shows legacy BIOS error. [Angelo Salese]
-namcona1.cpp updates: [Angelo Salese]
* Fixed soft reset hangs.
* Improved encapsulation.
* Fixed status bar colors for VS Express event in Numan Athletics.
* Fixed video disable graphic transitions.
* Added dynamic screen visible area change effect (used mostly by Numan Athletics on transitions).
* Fixed bogus palette transfers for xday2.
* Fixed horizontal scroll adjust and background color pen (improves X-Day 2 video).
* Added MSM6242 RTC and fixed EEPROM type for X-Day 2.
-pc6001.cpp: Major encapsulation clean-ups. [Angelo Salese]
-gkigt.cpp: Made some improvements to make most games to boot up to display CMOS error. [Angelo Salese]
-i960.cpp: Added support for burst mode stalling save and restore. [Angelo Salese]
* Fixes stalls in several Sega Model 2 games.
-badlandsbl.cpp: Added preliminary sprite drawing. [Angelo Salese]
-buster.cpp: Preliminary work to make it actually show something. [Angelo Salese]
-model2.cpp: Added 30 Hz renderer mode - fixes Virtua Striker timings. [Angelo Salese]
-taito_en: Hooked up ES5510 effects DSP. [cam900, R. Belmont]
-vamphalf.cpp: Converted OKI map to configured banking and implemented OKI bank switching for Diet Family. [cam900]
-vgmplay: Added K051649 support, and added clock change support to K051649. [cam900]
-darkseal.cpp: Corrected PF1 size to 64x64 and removed audio CPU interrupt hold line hack. [cam900]
-dec8.cpp: Corrected CPU types, eliminated many runtime tagmap lookups, and reduced code duplication. [cam900]
-deco32.cpp: Templated handlers to reduce duplication, improved naming, and eliminated unnecessary shares. [cam900]
-rohga.cpp: Cleaned up I/O and protection handling, reduced code duplication, and updated comments. [cam900]
-itech32.cpp: Hooked up stereo audio output for Time Killers and Driver's Edge. [cam900]
-st0016: Made ROM region tag configurable, and improved CPU tags in jclub2.cpp and srmp5.cpp. [cam900]
-macs.cpp: Converted to configured banking. [cam900]
-simple_st0016.cpp, speglsht.cpp, srmp5.cpp: Cleaned up banking code and reduced runtime tagmap lookups. [cam900]
-x1_010: Improved naming of member variables/functions. [cam900]
-seta.cpp: Converted expanded 6502 ROM to configured banking. [cam900]
-cbuster.cpp: Cleaned up and converted to buffered sprite RAM device. [cam900]
-gaiden.cpp: Cleanup and fixes: [cam900]
* Reduced code duplication using templates and object finder arrays.
* Split wildfang and raiga machine configuration/address map.
* Fixed raiga hang on soft reset.
-nmk16.cpp: Reduced code duplication, converted to configured banking, and updated notes. [cam900]
* Also verified OKI bank switching for vandykeb and atombjt, and corrected OKI clock for vandykeb.
-taito_f2.cpp: Fixed palette format for games using 15-bit colour. [cam900]
-okim9810: Corrected sample rate divider table, added support for clock changes, and implemented DADR and serial interface. [cam900]
-ninjaw.cpp, warriorb.cpp: Reduced code duplication using templates and object array finders, and reduced tagmap lookups. [cam900]
* Also identified warriorb sound chip as YM2610B, and demoted sagaia and darius2d to imperfect sound due to SSG issues.
-ymz280b: Converted memory access to device_rom_interface. [cam900]
-firebeat.cpp: Reduced code duplication and split memory maps according to the number of GCU chips on PCB. [cam900]
-ymf271: Implemented four-channel output and converted memory access to device_rom_interface. [cam900]
* bnstars.cpp: Cleaned up bank switching.
* ms32.cpp: Cleaned up bank switching and enabled stereo output.
* seibuspi.cpp: Cleaned up bank switching and changed single-board systems to mono output.
-taito_l.cpp: Converted VRAM banks to address_map_bank_device and reduced code duplication. [cam900]
-deco_mlc.cpp updates and improvements: [cam900]
* Cleaned up duplicated and unused code, improved interrupt hookup, updated notes, and corrected regions and versions.
* Implemented 8bpp+alpha sprite drawing mode, and implemented alpha/shadow select bits.
-zn.cpp: Cleaned up duplicated and unused code, converted nbajamex banking to address_map_bank_device, moved bank configuration
from reset to start time, and identified beastrzrb CPU type and sound chip. [cam900]
-cave.cpp: Reduced code duplication with templates and object array finders. [cam900]
-seta.cpp: Reduced code duplication, and made data arrays dynamically allocated at start time. [cam900]
-sandscrp.cpp: Improved sprite-tile priority, and cleaned up duplicated code. [cam900]
-jchan.cpp: Improved sprite-tile priority, verified background pen, and cleaned up duplicated code. [cam900]
-am9519: Added AM9519 UIC device. [Carl]
-vii.cpp: Added I/O for skateboarder, and promoted to working with bad graphics/no sound; also modernised the code a bit.
[David Haywood]
-Added preliminary XaviX driver: [David Haywood]
* Created derived 6502 type with far call/return instructions and banked data memory.
* Implemented graphics, including sprites, and packed 7bpp tiles - Monster Truck track outline and test mode work.
* Implemented multiplier chip.
-nes_vt.cpp: Fixes and improvements: [David Shah]
* Added support for VTxx systems with scrambled instructions (FC Pocket, DGUN2573).
* Added support for Family Pocket, and more FC Pocket games.
* Added support for VTxx scrambled banking (thanks NewRisingSun for help).
* Improved PPU colour palette using reference code from NewRisingSun.
* Fixed scanline interrupts and PPU data reads.
-asteroid.cpp, namcos1.cpp: Use LS153 device for DIP switches. [Dirk Best]
-amiga.cpp, cubo.cpp, ssv.cpp, unixpc.cpp: Fixed address map order after semantic change. [Dirk Best]
-gkigt.cpp: Added QUARTs and serial ports to machine configuration, but commented out handlers in memory maps. [Dirk Best]
-hamboy: Patched PIC ROM to reduce timer delay, and stared fixing DIP switches. [Dirk Best]
-Added vertical blanking input to ampoker2. [El Chango v4]
-alphatpx.cpp: Fixed P2 drive ready and added missing <> key. [helwie44]
-Converted many configuration helpers to non-static member functions. [Judge]
-Allow building with system-wide utf8proc, PortAudio, ASIO, GLM and RapidJSON. [Julian Sikorski]
-Fixed issue linking Emscripten build with certain single-driver configurations (e.g. spectrum.cpp). [Justin Kerk]
-exterm.cpp, raiden2.cpp: Updated memory map order for new semantics. [MASH]
-v9938: Improved logging options with logmacro. [Michael Zapf]
-Improved Stepping Stage driver and added support for recently-dumped VJDash set: [Naibo]
* Added fundamental communication between main 68000 and (undumped) Windows PC.
* Figured out logic for how CPU uploads data to unknown device (possibly FPGA on unknown board).
* Discovered vertical blank frequency of four logical screens - affects communication/synchronization of 68k CPUs.
* Added proper foreground layer handling (stepstag borrows foreground graphics from vjdash for now).
* Separated palette and graphics decoding for three screens, and added independent decoding/drawing routine for third screen.
* Corrected sprite ROM loading for step3.
* Mapped dancing floor, spot, neon, and key lamp/LED outputs based on footage of real machine.
* Corrected NVRAM handling.
* Adjusted default input mapping to avoid key conflicts.
* Identified graphics ROMs for vjdash foreground/background/ROZ layers.
-electron: Added a number of cartridge devices. [Nigel Barnes]
* P.R.E.S. Advanced Plus 3/4, Advanced Quarter Meg Ram, Cumana Floppy Disk System, Sound Expansion, Sound Expansion v3,
Stop Press 64, Solidisk EFS.
-Changed memory map behaviour to "last entry wins". [O. Galibert]
* Allows more natural "import and patch" and "cover a region then punch holes" structures.
-m6502: Fixed tracing and breakpoints for paged variants. [O. Galibert]
-Made memory maps member functions of owner class. [O. Galibert]
-Added disassembler for VM Labs Aries VLIW processor (used in NUON DVD players). [O. Galibert]
-interpro: Improved graphics emulation - basic bit blit and line drawing work well enough for now. [Patrick Mackinlay]
-Added preliminary ABC CAD pointing device/high-resolution graphics add-on device for Luxor ABC 80. [Peter Bortas, Edstrom]
-Added kzaurus driver: [R.Belmont]
* Implemented interrupts, inputs and sound - passes POST.
* Fixed layer priority and added 55555 gradient background.
* Improved visible area and layer alignment, and hooked up scroll register readback.
-kingpin.cpp: Added memory map for dealracl. [Robbbert]
-i8275 improvements and fixes: [shattered]
* Handle invisible field attributes and "end of row - stop DMA" special code better.
* Honor Video Enable bit.
* Made Preset Counters command useful.
-agat7: Added serial/parallel interface card, hard-coded to Agat-Author configuration for now. [shattered]
-Popeye/Sky Skipper improvements: [smf]
* Reverted "Popeye (bootleg set 1)" to 0.33b6 names and contents.
- Tile ROM in recently-dumped "Popeye (bootleg set 2)" matches old tile ROM, so that dump was probably correct.
* Popeye: Moved Copyright from DIP switches to machine configuration - schematics show they are resistors.
* Sky Skipper: Added difficulty DIP switches.
* Popeye: Fixed background alignment and test mode background in TPP2 sets.
* Converted configuration/handlers to virtual methods.
* Removed protection device from systems that lack it.
* Popeye: Added sprite RAM, background scroll and palette buffering.
* Popeye: Unmapped $8000 to $87ff for TPP2 as 7f is not populated.
* Popeye: Latch NMI disable from A9 on falling edge of RFSH.
-Donkey Kong/Donkey Kong Jr: Hooked up undocumented service switch and undumped diagnostic ROM. [smf]
-Debugger: Fixed F10 step over for instructions with a branch delay slot. [smf]
-ti85.cpp: Re-implemented IPL disable for Flash-based models. [smf]
-z80: Changed refresh callback to write8. [smf]
-CoCo cartridge improvements: [Tim Lindner]
* Added support for the Color Computer MultiPak slot switch.
* Fleshed out serial expansion cards to support actual input and output.
* Added some compatible CoCo cartridges to the Dragon driver.
-x1: Converted I/O to memory maps and address map bank devices. [Vas Crabb]
-Improved encapsulation of a number of drivers. [Vas Crabb]
* cyberbal.cpp: Untangled the dual-screen and single-screen versions - there are substantial hardware differences.
* tvboy.cpp: Untangled from a2600 cartridge slot, replaced unnecessary bankdev with ROM bank, and fixed save states.
* vectrex.cpp: Partially untangled console and arcade variants from each other.
* Untangled ladybug and redclash from each other, and converted common video arrangements to devices.
-Added support for multiple patterns and devices to -listfull verb. [Vas Crabb]
-vt100ac: Redumped bad ROM. [Al Kossow]
-toratora.cpp: Fixed DIP switch descriptions and locations according to manual. [Bad A. Billy]
-ms32.cpp: Corrected many ROM names. [Brian Troha, Smitdogg, The Dumping Union]
-leland.cpp: Corrected many ROM names. [Brian Troha]
-littlerb.cpp: Added PCB layout for Little Robin. [Brian Troha]
-midvunit.cpp: Confirmed Cruis'n USA PAL dumps are bad. [caius]
-Decapped and dumped PIC16F84 for Shizhan Ding Huang Maque (Version 4.1). [Caps0ff, EdHunter]
-raiden.cpp: Corrected crystal and clocks for raidenkb set. [Corrado Tomaselli, The Dumping Union]
-galaxold.cpp: Verified PROMs for drivfrcsg. [Ed Cross]
-wallc.cpp: Updated wallca crystal frequency according to PCB picture. [f205v]
-midvunit.cpp: Noted labels for Cruis'n USA PAL2. [Guru]
-namcos23.cpp: Redumped timecrs2v2b main CPU program ROMs. [Guru]
-plus4.cpp: Corrected kernal location for plus4p set. [Guru]
-wireless: Fixed Flash size. [incog]
-ti85.cpp: Improved naming of Flash-based calculators based on boot codes. [Julian Lachniet]
-mcr.cpp: Corrected several ROM names for the Tapper sets. [Marc Deslauriers, Brian Troha]
-Corrected year for Piccolo Poker 100. [Roberto Fresca]
-Magic Card II: Documented the modified Mexican Rockwell R65C02 CPU. [Roberto Fresca]
-Added additional Leapster BIOS sets. [Sean Riddle]
-rabbit.cpp: Corrected ROM labels for the recently added rabbitjt set. [ShouTime, The Dumping Union]
-Corrected years for Cyber Troopers Virtual-On, Racing Jam Chapter 2, Rail Chase 2 and San Francisco Rush 2049: Tournament Edition.
[sjy96525]
-taito_f3.cpp: Added PAL dump to kirameki. [undamned]
cuclis escribió:@Tomax_Payne por si tienes gráfica integrada.
mame.exe -video cgi
Lo que han quitado es el soporte a directdraw.
cuclis escribió:@gamer10 tienes la saga touchmaster y otros. Funcionan en modo ratón, como los de pistola si no tienes. Otra cosa es que tengas pantalla táctil.
Sobre los conversores de señal, https://www.amazon.es/gp/aw/d/B01NCB3G0 ... +rca&psc=1, por ejemplo. No tengo ninguno.
elpalencia93 escribió:Buenas gente,
Tengo un problema, a ver si me podéis ayudar, estoy intentando emular three wonders (world 910520) en ARCADE64 0.195 y me realizo un audit y me dice que falta "ioc1.ic1 (260 bytes)" he probado varias roms, he pasado clrmamepro y he intentado buscar este fichero para descargarlo a parte y no hay manera, ¿alguien sabe como solucionarlo?
Muchas gracias por adelantado.
Grifore escribió:la 195 funciona perfectamente , teneis mal las roms eso esta claro
gamer10 escribió:Grifore escribió:la 195 funciona perfectamente , teneis mal las roms eso esta claro
Me baje todas las roms de todo tipo y nada. Las bios y tampoco. Ya hable de ello hace unos dias, y me volvi loco buscando soluciones. Cero solucion. Y no soy al unico que le pasa. Por eso siguen hablando de ello.
Tambien me dijeron lo mismo con que esta mal las roms. Pero no. Solo fue cambiar la version del mame algunas anteriores, y cero problemas. Y sin actualizar nada.
Grifore escribió:dudo mucho que te bajaras todas las roms de "todo tipo" si te bajaras la carpeta MAME ROMS 195 MERGED te funcionaria todo lo que tiene que funcionar . tienes el set de la 185 y por eso te funciona.. pero para mi eso esta mas obsoleto...
Grifore escribió:Pero te va a pedales tb con el demul?
gamer10 escribió:elpalencia93 escribió:Buenas gente,
Tengo un problema, a ver si me podéis ayudar, estoy intentando emular three wonders (world 910520) en ARCADE64 0.195 y me realizo un audit y me dice que falta "ioc1.ic1 (260 bytes)" he probado varias roms, he pasado clrmamepro y he intentado buscar este fichero para descargarlo a parte y no hay manera, ¿alguien sabe como solucionarlo?
Muchas gracias por adelantado.
Yo por ese motivo, especialmente the king of the dragons, sigo con la version 0.185. No la cambio por nada. 100% los juegos son jugables.
ya veremos cuando saquen la nueva version, que novedades tiene.
elpalencia93 escribió:gamer10 escribió:elpalencia93 escribió:Buenas gente,
Tengo un problema, a ver si me podéis ayudar, estoy intentando emular three wonders (world 910520) en ARCADE64 0.195 y me realizo un audit y me dice que falta "ioc1.ic1 (260 bytes)" he probado varias roms, he pasado clrmamepro y he intentado buscar este fichero para descargarlo a parte y no hay manera, ¿alguien sabe como solucionarlo?
Muchas gracias por adelantado.
Yo por ese motivo, especialmente the king of the dragons, sigo con la version 0.185. No la cambio por nada. 100% los juegos son jugables.
ya veremos cuando saquen la nueva version, que novedades tiene.
Estoy bajando un romset de la versión 0.195, a ver si tengo suerte y funciona.
- New games: Big Buck Hunter - Original (v1.00.14) and Warai no Hana Tenshi (Japan)
- New Working games: Gunpey, Motor Raid - Twin, Virtua Fighter 2 and War: The Final Assault
- New Non-Working games: Badlands (Konami, set 1), Photo Play 2004 and
- New clones: Badlands (Konami, set 2), Big Buck Hunter II - Sportsman's Paradise (v2.02.08), Big Buck Hunter II - Sportsman's Paradise (v2.02.09), Daytona USA (GTX 2004 Edition), Game King (EZ Pay, v4.0), Ghox (joystick, older), Irion, Master Boy (Spanish, PCB Rev A), Opa Opa (Rev A, unprotected), The Real Broadway (9131-20-00 R0C), Street Fighter III 3rd Strike: Fight for the Future (Japan 990512), Street Fighter III 3rd Strike: Fight for the Future (Japan 990608) and Super Seven
- New drivers: konblands.cpp
- New devices: pit_counter
- ADSP21062 CPU
. Added Rn = Rn FDEP Rx BY : opcode, used by Last Bronx for a vital geometrizer function (sharc\sharcops.hxx).
. Added fmul abs multi opcode (used by Gunblade NY) (sharc\compute.hxx, sharc.h and sharcops.hxx)
. Added SET_UREG case $67 (Zero Gunner 2B) (sharc\sharcops.hxx)
. Fixed LSHIFT negative operations to not extend the sign on result, fixes Last Bronx frame flickering (sharc\sharcops.hxx).
- I8051 / MCS-51 CPU: Use callbacks for parallel ports
- MB86233 CPU: Some dasm changes
- uPD7810 CPU: Dasm fix (cpu\upd7810\upd7810_dasm.cpp)
- ES8712 sound: The ES8712 is actually a controller for MSM5205/MSM6585 and 74157-type TTL pair (gcpinbal.cpp, lastbank.cpp, metro.cpp and witch.cpp). Added notes.
- Namco C352 sound
. Changed mulaw algorithm to match Namco's WII VC emulator. This appears to be the original algorithm used in the hardware.
. Fixed static noise between fights in Tekken 3
. Fixed the order of the phase inversion flags
- QSound (HLE)
. Improved DSP16 disassembler - less ambiguous, more like the manual (cpu\dsp16\dsp16dis.cpp).
. Cycle-accurate DSP16 core (disabled in QSound for performance reasons). Start adding DSP16 recompiler boilerplate.
. QSound LLE available with a 3-character change. Clean up host and DAC comms a bit, hopefully fix desync.
- QS1000 sound: Converted set_irq into WRITE_LINE_MEMBER
- Sega PCM sound: De-staticify initializations. Added device_clock_changed. Minor cleanup (sound\segapcm.cpp; drivers\segahang.cpp, segaorun.cpp, segaxbd.cpp and segaybd.cpp).
- ER2055 EAROM: Separated CLK writes to make emulation usable for (MESS) CIT-101
- INS8250 UART: Added hack to reset transmitter when baud rate is changed. This is needed to make the (MESS) VT102 printer loopback test pass because ins8250_uart_device does not fully emulate the baud rate generator as the independent block it really is, but relies on the all-purpose, somewhat faulty device_serial_interface implementation.
- Intel 8251 USART: Added XMIT FLAG polling to (MESS) DEC VT100 using new i8251 line read handler
- Intel 8253 PIT: Counters are now subdevices
- Intel 8257 DMA: Cleanup
- Kaneko Custom: Added device_rom_interface instead memory pointer (video\sknsspr.cpp; drivers\galpani3.cpp, jchan.cpp and suprnova.cpp)
- PCI bus: De-staticize callbacks and remove both device parameters (machine\lpci.cpp)
- Rockwell 10937 video: Cleanup
- RS232 Port: Moved devcb resolution to device_resolve_objects. Added V.24 cross reference.
- SCN2674 Video: Use same character width for text and graphics modes. This change has been made partly to bring the implementation in line with other character-based video devices. It is also consistent with the documented ability of the SCN2674 to combine text and graphics modes on the same screen, which rules out bitmap resolution changes.
- Sega Custom
. Added xhout and xvout register callbacks (video\segaic24.cpp), and hooked them up to Model 2 driver, fixing 3D viewport positions.
. Internalized communication latches for sega_315_5195. 315-5195 mapper has same clock as CPU (segaorun.cpp, segas16b.cpp and segas18.cpp)
- Taito Ensoniq ES5505-based sound
. Moved imperfect_features() into es5510.h. Verify ESP input clock/output channels (from Gunbuster schematics, same in other PCBs?). Added m_bankmask instead runtime tag lookups. Added notes.
. ES5510 CPU: Fixed dram read/write. Converted gpr, instr and dram into std::unique_ptr. Added save states and notes. Minor cleanup.
. Ensoniq 5505/5506 to 5510 interface (sound\esqpump.cpp): Cleanup unused m_otis/m_otto and converted e[0x4000] into std::unique_ptr if used.
- TMS9927 video: Configure device using character clock rather than dot clock
- VGA video: Internalized palette
- Voodoo GFX: Added rasterizers for cartfury, roadburn, sfrushrk and warfa (video\voodoo_rast.hxx)
- asuka.cpp: Fixed clock speeds & misc updates. Both Galmedes & U.N. Defense Force: Earth Joker are chip swaps for Asuka & Asuka so use the Asuka machine config. Note that both games don't use the OKI MSM5205, but it's still on the PCB.
- crospang.cpp: Fixed clock speeds based on OSC & PCB info. Note: 68000P10 is a 10MHz part, so it's not going to be overclocked to 14.318MHz. All PCBs on this platform have only a single 14.31818MHz OSC so the Oki clock is either ~1.7MHz (OSC/8) or ~.89MHz (OSC/16).
- eolith.cpp, eolith16.cpp, ghosteo.cpp, limenko.cpp, vamphalf.cpp and vegaeo.cpp
. Converted QS1000 set_irq into WRITE_LINE_MEMBER
. Cleanup vram handler/drawing pixel (eolith.cpp, eolith16.cpp, vegaeo.cpp)
. Modernize soundlatches (eolith.cpp, ghosteo.cpp, limenko.cpp, vamphalf.cpp, vegaeo.cpp)
. Minor cleanup. Added object finders instead runtime tag lookup. Replaced user* -> saner ROM areas (eolith.cpp, eolith16.cpp, ghosteo.cpp, limenko.cpp, vamphalf.cpp, vegaeo.cpp).
. Minor cleanup of sprite drawing (limenko.cpp)
. Added machine_config instead driver_init for Hidden Catch 3
- gcpinbal.cpp: Minor cleanup. Added object finder instead runtime tag lookup. Replaced gfx* -> saner ROM areas.
- hnayayoi.cpp: Use HD6845 CRTC for video and improved screen parameters
- hyprduel.cpp
. Cleanups
. Added imagetek_i4220_device
. Allocated sound output from real PCB (real PCB only has mono sound output)
. Boost tilemap drawing routines when VIDEO_UPDATE_SCANLINE case of screen video attributes and fixed tilemap drawing at tilemap offset X/Y !=0 case (video\imagetek_i4100.cpp)
- kaneko16.cpp: Cleanup OKI banking and soundlatch handler
- mcatadv.cpp: Cleanup duplicates. Allocate sound output (Magical Cat Adventure PCB has mono sound output only). Updated notes (PCB hasn't any delta-t ROM).
- metro.cpp
. Boost tilemap drawing routines when VIDEO_UPDATE_SCANLINE case of screen video attributes and fixed tilemap drawing at tilemap offset X/Y !=0 case (video\imagetek_i4100.cpp). Added notes. Reorder romsets in a sane order.
. Added object finder instead runtime tag lookup
. Manual for Daitoride says button 2 is used for change direction of mount of tiles
. Enabled Puzzli raster irq
. Fixed _3kokushi config name
. Allocated sound outputs from real PCB for Blazing Tornado (HUM-002 PCB has stereo speaker connector, HUM-003 doesn't). Fixed sound bankswitching.
- model1.cpp: Clear up some memory issues with very recent GCC (includes\model1.h and video\model1.cpp). Minor updates (machine\m1comm.cpp).
- model2.cpp
. Standardized protection accessors for Model2/3 315-5881 device
. Added geo dasm dump and trilist to a custom debugger command
. Work around for 'ld rN, (rN)' read on FIFO. Fixes crashes for desert, overrev, pltkids, sgt24h, skytargt and zerogun.
. Bump renderer max polygons to 0x10000 (includes\model2.h)
. Added Rn = Rn FDEP Rx BY : opcode, used by Last Bronx for a vital geometrizer function (cpu\sharc\sharcops.hxx).
. Added geo/raster state saving. Added save state registration.
. Added xhout and xvout register callbacks (video\segaic24.cpp), and hooked them up to Model 2 driver, fixing 3D viewport positions.
. Stateized float_to_zval, fixed z code (video\model2.cpp). Cleanup culling.
. In geo mode 2 & 3 normals are skipped for every triangle/quad. Fixes graphical glitches in Virtual-On, Gunblade NY, Dead or Alive, Sonic the Fighters, Rail Chase 2, Virtua Fighter 2 and Desert Tank.
. Added fmul abs multi opcode (used by Gunblade NY) (sharc\compute.hxx, sharc.h and sharcops.hxx)
. Fixed untextured path colors (Motor Raid, Daytona USA) (video\model2rd.hxx)
. MB86235: Make TGPx4 to be debuggable even in non-DRC mode (cpu\mb86235\mb86235.cpp). generate_reg_read and generate_ea fixes. Added ALU OR / XOR (cpu\mb86235\mb86235drc.cpp).
. SCSP / Interrupt ports cleanups
. Added direct framebuffer drawing, used by Last Bronx title screen.
. Fixed Model 2/2A garbage 3D when exiting test mode. clip_plane belongs to clip_polygon function.
. Apply focus in a specific function. Overhauled inputs. Added dipswitch bank (Zero Gunner Debug mode).
. Added inputs to bel, gunblade, indy500, overrev, segawski, sgt24h, skisuprg, skytargt, stcc, topskatr, von and waverunr. Handle brake input in srallyc. Cleanup vcop inputs. Fixed rchase2 inputs.
. Fixed obc == 0 case for Cyber Troopers Virtual-On and Gunblade NY
. Workaround hardlocks in Fighting Viper and Sonic Championship
. Avoid Daytona USA with master controller to crash
. Fixed black screen in Zero Gunner (Export, Model 2A)
. Fixed Motor Raid and Virtua Fighter 2 (Games now playable)
. Attempt to fixing Sky Target gameplay speed
. Fixed Zero Gunner background priorities
- piggypas.cpp
. Fixed interface between MCU and LCD controller for Fiddle Stix and Round and Round
. Added 7-segment digits to Fiddle Stix and Round and Round
- rohga.cpp: Fixed gfxdecode instead garbage (ID 06895)
- segas32.cpp: ACCESSING_BITS cleanup
- segaybd.cpp: Soundlatch modernization
- taito_f3.cpp: Fixed exception after logo is displayed in Riding Fight and Ring Rage (ID 06894)
- tecmosys.cpp
. Updated driver. Fixed background color. Cleanup bankswitching. Reduced duplicates. Cliprect related mixing.
. Added object finders instead runtime tag lookup. Demoted games with MACHINE_IMPERFECT_GRAPHICS, because some graphic features (linescroll and mixing) is not perfectly emulated. Added MACHINE_NO_COCKTAIL tags, because tilemap scroll is wrong when flipscreen case. Fixed sprite drawing and transparent drawing. Minor cleanup and added notes.
. More const, keep scope tight and use lambdas in preference to macros.
- wecleman.cpp: Added stereo output for both WEC Le Mans 24 and Hot Chase. Because real hardware has stereo sound output with seperated sound board. Added enum for m_gameid and m_sound_hw_type. Minor cleanup. Replaced gfx* -> saner ROM areas. Added notes.
- A-Plan: Make game capable of reaching at least a couple of test screens, like Cherry Master '99.
- Bombjack Twin: Moved clone 'Atom (bootleg of Bombjack Twin)' from NMK16 driver to Power Balls driver. Gives sprites, though it needs some more work.
- Bonze Adventure, Rainbow Islands, Superman and Volfied
. Use dumped C-Chip for Bonze Adventure, Rainbow Islands, Superman and Volfied and removed simulation.
. Bonze Adventure: This most likely fixes the 1st level of Bonze Adventure, if you go into the secret hole and die in the cave, you restart in a totally black area and you can't do anything. And when you die in the 3rd level, an error message popped up and you was unable to do anything (had to restart the game) (ID 00205). This also fixed the 3rd level of Bonze Adventure, if you die, the game hangs because the restart level is wrong (ID 00377).
. Rainbow Islands: Simulation isn't yet removed because Rainbow Islands Extra still needs it (Haze is checking if he can make a temporary ROM until it is so that we can clean it up in the meantime).
. Superman and Volfied: Made the 68k and uPD7810 use different banked windows into the RAM, this seems to prevent the fighting I was seeing, and also Superman suggests that it might be correct, as it puts response values in a bank for the 68k but then changes the window so the 68k can't see them. Needs further testing tho (other C-Chip dumps might tell us more later). Removed debug structure.
. Volfied: Interrupt source still needs to be verified, but I've tested this to the end and it works fine with the real dump.
- Connect 4: Fixed digit segment
- Dream 9 Final: Added NVRAM
- Eyes: Redumped maincpu and gfx1 roms for clone Eyes (Italy) (Game now playable)
- Flash Point: Sound works now in clone (Japan, bootleg set 2)
- Gals Panic 3
. Bit of improves on bg-bg priorities. Fixed some galpani3 alpha blending and sprite-bg/bg-bg priorities. Cleanup duplicates. Added notes.
. Kaneko GRAP2: Added device_rom_interface instead runtime tag lookup. Converted address map related defines into device address map. Added internal palette configs. Implemented brightness. Added m_brightreg on save state. Fixed color.
- Game King (Set Chips): Clear chips
- Gunpey: Extracted decompressed sprite data from Gunpey. Hooked these up for now while we study the compression scheme, fixing graphics. Added sprite zooming (Game now playable).
- Hana Jingi: Simplify bitswap for clone Hana Oriduru (Japan)
- Hole Land: Fixed priority bug on the boss level (ID 06900)
- Last Bank: Added object finder instead runtime tag lookup. Added generic_latch_8_device instead internal value.
- Liberator: Separated CLK writes (machine\er2055.cpp)
- Master Boy: Minor cleanup. Moved banked ram handler into address_map_bank_device. Fixed "RAMM err.". Added notes. Replaced gfx*/user* -> saner ROM areas.
- Operation Wolf: Measured C-Chip clock on working PCB
- Pig Out: Fixed rom labels and documented undumped PALs
- Space Guerrilla: Added missing PROMs (74s288.6a and 74s288.6b; the 2 PROMs are identical)
- Street Fighter III 3rd Strike: Dumped Japanese BIOS
- Tetris: Documentation updates for clones Tetris (bootleg set 2) and Tetris (bootleg set 3)
- War: The Final Assault: Fixed scaling functions for negative values (video\rgbsse.h). Fixes graphical anomalies (Game now playable).
- Xexex: Minor cleanup. Added object finder instead runtime tag lookup. Add notes. Demoted Xexex/Orius with MACHINE_IMPERFECT_GRAPHICS, because it has alpha blending issue and MACHINE_NO_COCKTAIL flag, because tilemap scroll is wrong when cocktail mode.
- Fixed rom names in leland.cpp
- Description changes of Daytona USA (Turbo hack, set 1), Daytona USA (Turbo hack, set 2), Daytona USA (To The MAXX), Gongtit Jiucoi Iron Fortress (Hong Kong), Mahjong Ougon No Hai, Mahjong Ougon No Hai (bootleg), Master Boy (Spanish, PCB Rev A, hack?), Pig Out: Dine Like a Swine! (rev 1), Pig Out: Dine Like a Swine! (rev 2?) and Rainbow Islands - Extra Version
- Renamed (gkigtez) to (gkigtezms), (ironfortj) to (ironfortc), (mastboy) to (mastboya), (ougonpai) to (ougonhai), (ougonpaib) to (ougonhaib) and (realbrod) to (realbroda)
- MAME
. VIDEO RENDERING SYSTEM
. Fixed scaling functions for negative values (video\rgbsse.h). Fixes graphical anomalies in War: The Final Assault.
. Address performance concerns with previous change to screen.cpp/h
. Better handling for arbitrary numbers of screens
. MEMORY SYSTEM
. Renamed some memory stuff (emu\addrmap.cpp)
. Address maps macros removal (AM_RANGE() -> map(); AM_DEVICE16() -> .m(m_XXX, FUNC(); AM_DEVICE32() -> .m(m_XXX, FUNC()); AM_DEVICE8() -> .m("XX", FUNC()); AM_DEVREAD -> .r(); AM_DEVREADWRITE() -> .rw(); AM_DEVWRITE() -> .w(); AM_NOP -> .noprw(); AM_RAM -> .ram(); AM_RAM_READ() -> .ram().r(); AM_RAM_WRITE() -> .ram().w(); AM_RAMBANK() -> .bankrw(); AM_READ() -> .r(); AM_READ_PORT() -> .portr(); AM_READ16() -> .r(this, FUNC()); AM_READ8() -> .r(this, FUNC()); AM_READNOP -> .nopr(); AM_READONLY -> .readonly(); AM_REGION() -> .region(); AM_ROM -> .rom(); AM_ROMBANK() -> .bankr(); AM_SHARE() -> .share(); AM_WRITE() -> .w(this, FUNC()); AM_WRITE_PORT() -> .portw(); AM_WRITE32() -> .w(this, FUNC()); AM_WRITE8() -> .w(this, FUNC()); AM_WRITENOP -> .nopw(); AM_WRITEONLY -> .writeonly() )
. Fixed issue causing drivers using netlists to fail on the Emscripten target
. Implemented Sega PCM interface registers in VGM player
. PLUGINS
. Use print_error to make testing easier (plugins\cheat\init.lua) (ID 06869)
. Changed Port name to address objections, also as suggested converted the controls.ini in repo https://github.com/cracyc/portname. Removed the import but will still load parent if available (plugins\portname\init.lua). Describe revised format.
. Use QSound DSP emulation in VGM player
- Compiling
. De-staticify initializations for src\devices\video, devices\sound and others
. Removed poor-performing parts of the output_manager (emu\output.cpp): Turn deprecated declaration warnings on by default and make them non-fatal. Make output_finder iterable in algorithms and range-based for loops. Replaced a lot of set_something with output_finder. Fixed end()/cend() on output_finder (acefruit.cpp, bfm_sc4.cpp, by17.cpp, by35.cpp, dlair.cpp, ecoinf2.cpp, ecoinf3.cpp, gts1.cpp, jp.cpp, jpmsys5.cpp, maxaflex.cpp, maygay1b.cpp, mpu3.cpp, mpu4.cpp, mwsub.cpp, peyper.cpp, segaufo.cpp, sigmab52.cpp, stactics.cpp, twinkle.cpp, wacky_gator.cpp, machine\bfm_bd1.cpp and bfm_bda.cpp).
. Forward some objects; line continuations are not scope (machine\6532riot.h, pla.h and r10788.h).
. Deprecate first_screen - there's been plenty of warning (emu\machine.h)
. Use device_video_interface and configured screens instead of first_screen (drivers\gambl186.cpp, gamtor.cpp, photoply.cpp, pntnpuzl.cpp, machine\i82371sb.cpp, isa\svga_cirrus.cpp, svga_s3.cpp, svga_trident.cpp, svga_tseng.cpp, vga.cpp and vga_ati.cpp)
. Added device_video_interface and eliminated first_screen (video\psx.cpp)
. Use screen_device_iterator rather than first_screen (mame\luaengine.cpp)
. Removed first_screen usage from bartop52.cpp, cham24.cpp, famibox.cpp, ghosteo.cpp, laserbat.cpp, maxaflex.cpp, multigam.cpp, playch10.cpp, popper.cpp, punchout.cpp, rungun.cpp, stv.cpp, vsnes.cpp, machine\archimds.cpp, audio\dkong.cpp, machine\namco51.cpp, machine\s3c24xx.cpp/hxx, machine\smpc.cpp, video\avgdvg.cpp, video\huc6270.cpp, video\stvvdp2.cpp, sound\nes_apu.cpp, render\aviwrite.cpp and render\d3d.
. Removed all uses of first_screen from core files (emu\crsshair.cpp, emu\debug\debugcpu.cpp, emu\debug\dvstate.cpp, emu\inpttype.h, emu\ioport.h, emu\mconfig.cpp, emu\screen.cpp, emu\video.cpp, ui\cheatopt.cpp, ui\ui.cpp, ui\viewgfx.cpp and osd\modules\input\input_windows.cpp)
. Get rid of the last set_indexed_value in drivers/devices, this ends up a bit ugly to maintain backwards compatibility with layouts/web UI (emu\output.h)
. Fixed issue causing drivers using netlists to fail on the Emscripten target (netlist\plib\pdynlib.cpp)
. Disable multithreading on the Emscripten target as it is not currently supported. Fixes e.g. drivers using discrete audio components (scripts\src\main.lua and osd\osdsync.cpp).
. Removed stray address maps on spaces that don't exist (drivers\twincobr.cpp and (MESS) drivers). Cleanup address map remnants (de_2.cpp, s11c.cpp, segaybd.cpp and techno.cpp).
. Added missing override (sound\coreaudio_sound.cpp and sound\pa_sound.cpp)
. Apply same flags when building with SOURCES= as when building normally (scripts\build\makedep.py). This fixes the issue which prompted "model1: clear up some memory issues with very recent gcc (nw)" (which only occurred in a SOURCES= build).
. Use more constexpr and literal classes in UML to give compiler more optimisation opportunities (cpu\drcfe.cpp and uml.cpp)
- Debugger
. Fixed extent of debug view of address-shifted memory spaces (debug\dvmemory.cpp)
. Fixed output of wplist debug command and find command for address-shifted spaces (debug\debugcmd.cpp)
. Fixed watchpoint view for address-shifted spaces (debug\dvwpoints.cpp)
. Fixed masking of offset expressions in debug view of address-shifted spaces (debug\dvmemory.cpp)
Grifore escribió:EL mame sale cada ultimo miercoles de mes para el 28 tenemos la 196
josete2k escribió:
Aparte de lo que llevas demostrando estos últimos días...
Esto:Grifore escribió:EL mame sale cada ultimo miercoles de mes para el 28 tenemos la 196
josete2k escribió:Aclarado.
Te contestan con lo mejor que hay al respecto, pero como está en inglés es mejor dar por el culo en todos los hilos o abrir nuevos al tun tun.
Ole tus huevos.
josete2k escribió:Sin duda.
Haces bien... Dentro de unos años te preguntaremos obviedades a ver cómo contestas.
Y cuando contestes haremos lo que nos de salga del nabo.
De hecho, ya lo hice el año paso, y fue bastante bien, hasta me recomendaron lanzarlo a una feria el proyecto. Tenía mucho potencial, pero como me salió un trabajo, abandone todo.
Pero empecé desde cero como los emuladores, sin saber nada. simplemente, porque me gustan los juegos 2D.
Lo que no se, es porque no habéis echo una revista entre los más adecuados y con ganas. Sería muy fácil hacerla. Yo ya dije que me comprometo hacerla, la estoy haciendo para MAME. Pero una persona lleva lo suyo y ganas.
Y esta fue la que hice, de diferentes formas. Juegos, laminas, incluso cajas de cartón y de tipo cassette.
Hasta me metí por probar de Android, pero ya se me fue de las manos dos proyectos y eso lo abandoné definitivamente.
Lo que quiero decir, que, si pregunto mucho, es por aprender, aunque suena algo absurdo. Pero prefiero que me expliquen detalladamente o resumidamente bien alguna pregunta. Ya que la mitad de las respuestas, no me sirven de nada ni ayuda.
Yo lo que voy aprendiendo, lo exprimo para quienes les interese aprender paso a paso bien explicado o resumido, y mejorando poco a poco corrigiéndome.
Ninguna caja es original de las fotos. Y son de carton duro.
De la mame tambien quiero hacer packs de carton.
La única revista en el mundo, centrado al tema MAME Y NEOGEO. Nada de tanto texto, que luego nadie lee. (He visto revistas de retro, que tiene demasiado texto) Yo intento hacer algo tipo arcade de revista. No sé si me explico. Lo justo en una lámina y aspecto arcade con efecto cristal.
- Configuraciones
- Los mejores juegos
- Juegos que casi nadie juega o deja pasar, y lo mismo son entretenidos.
- Láminas
- Gráficos, pantallazos, art-pixels
- Curiosidades.
- Una hoja de records para gente del foro (Sin hacer trampas, claro) Y hacer un TOP. Y que se vaya actualizando en cada revista de los mejores jugadores. "Nick y puntos", Y si alguien lo supera, se queda en TOP de ese juego. Lo hare tipo arcade en presentación con efecto juego o algo así. Esto viene bien, para aquellos que quieran superar esos records que otros hayan subido de cualquier juego mame o neogeo. Tengo una idea, que puede quedar muy bien la presentación.
- Diccionario de palabras en clave. Lo que significa cada cosa. Que ya se irá actualizando y mejorando. Yo habia muchas palabras que ni entendia. Puede ser una tonteria, pero siempre hay gente nueva, que empieza desde cero.
- Evaluación de gráficos y pantallazos. que cada uno quiera poner.
La idea es hacer revista, y luego una enciclopedia de láminas simplemente. Ya corregidas y versiones finales. Porque lo que yo diga, va a misa si hago laminas. Si hay alguno que quiera otra mejor explicación, se cambia o modificaciones. Ningún problema.
Yo creo que, si se hace bien, puede gustar.
Con la revista de pixels2D, mucha gente compraba juegas que no conocían. Y eso me gusto, el poder ayudar y apoyar ciertas compañías. Yo no gano nada, pero siempre me muevo en el tema, de dar vida a algo que casi nadie aprecia en otros aspectos. Y hay mucha gente que sabe, pero por circunstancias de lo que sea, no se lanzan a mejorar. Todos se ciñen en youtube. Pero a veces una revista digital, puede ayudar más, ya que esta todo mejor organizado y actualizado si se hace bien.
Ya dije que, si alguien se quiere apuntar, adelante. Hoy a ver si termino una lámina de ejemplo.
gamer10 escribió:Una duda curiosa.
Pues resulta que el mame lo tengo ya configurado hace una semana, pero al copiar y pegar la carpeta mame con todo a otro ordenador, se me ha borrado las configuraciones y creo que tambien los hiscores. Pero luego lo meto en un tercer ordenador algo mejor, y funciona correctamente.
A donde lo meti, fue formateado, pero instale todos los drivers. No se si hace falta algo para que se active los filtros hlsl. Pero esque ni me lo detecta.
cuclis escribió:@InsertMoreCoins sabes que muchos proyectos arcade domésticos se basan en pc reciclados, y la mayoría con XP (32 bits) o 7 (64 bits). Linux cogiendo terreno gracias a las Raspberry.
Por eso es interesante tener en cuenta a XP mientras se pueda, al menos en 32 bits, ya que son maquinas usadas casi en exclusiva para mame. No todas las novedades necesitan un equipo potente.
cuclis escribió:¿La gente lee?
Antes:
-Ha salido un libro buenisimo.
-Me espero a que saquen la película.
Ahora:
-Hay un tutorial nuevo
-Me espero a que esté en youtube.
InsertMoreCoins escribió:@cuclis Eso te ocurre porque la versión oficial se está compilando con los últimos GCC 7.xx) y ya empiezan a haber problemas en Windows XP debido a ellos. De hecho, estas compilaciones con esas librerías están también aumentando los requisitos mínimos del emulador necesitando ya CPUs con SSE2 para funcionar correctamente.
Las compilaciones oficiales de Robbert están compiladas aun con el GCC 5.3.0 y las mías (de momento) están compiladas con el GCC 6.3.0 por lo que estos últimos cambios no les están afectando (aunque no descarto que empiecen a aparecer errores en nuevas compilaciones por estar programadas para distintas librerías).
Sabed que todo evoluciona y que tarde o temprano no se va a poder compilar Mame con estas librerías antiguas y que todos tendremos que actualizarnos a la estándar de los devs de Mame y que empezareis a ver errores si disponéis de Windows XP o directamente no os funcionarán si no tenéis una CPU que soporte SSE2 como mínimo.gamer10 escribió:Una duda curiosa.
Pues resulta que el mame lo tengo ya configurado hace una semana, pero al copiar y pegar la carpeta mame con todo a otro ordenador, se me ha borrado las configuraciones y creo que tambien los hiscores. Pero luego lo meto en un tercer ordenador algo mejor, y funciona correctamente.
A donde lo meti, fue formateado, pero instale todos los drivers. No se si hace falta algo para que se active los filtros hlsl. Pero esque ni me lo detecta.
Puede ser porque tengas el modo de vídeo en auto y que al copiar los archivos del emulador a diferentes ordenadores el método de vídeo escogido por mame sea distinto al que tenías en el otro y por eso algunas opciones no se establezcan en el otro ordenador.
Para usar los filtros HLSL necesitas tener el modo de video en d3d y tenerlos activados ya sea en las opciones del emulador o en las del .ini
Las configuraciones de los juegos se te guardan el la carpeta cfg y esta carpeta no viene por defecto cargada en el emulador, sino que se genera según vas configurando juegos y los hiscores vienen en un fichero dat dentro de la carpeta plugins/hiscore pero sólo se activa si tienes activado este plugin en su .ini correspondiente o en las opciones del emulador.
Todas esas cosas las tienes que tener en cuenta a la hora de configurar el emulador.
@elpalencia93 ese error que te esta dando es porque la rom que tienes no esta actualizada a la version del emulador que estas usando ya que me parece que fue en la 0.193 donde hubo un cambio de ese archivo en el emulador. Además todas las roms de ese driver te van a dar el mismo error a menos que las actualices o que las otras roms las tengas actualizadas con lo cual sería copiar y pegar ese archivo dentro de la rom que te falla o bien usar ClrMamePro para reconstruir el set de roms.
@josete2k yo contesto obviedades todos los días ( y seguramente más que el 99% de este foro) incluso muchas repetidas varias veces y no pasa nada, no se porque contestáis a veces de una forma tan agresiva a un usuario que al menos pone interés en aprender, os recuerdo que nadie nace sabiendo...
EDIT: Por cierto @gamer10, esto de que 'Nada de tanto texto, que luego nadie lee. (He visto revistas de retro, que tiene demasiado texto) '
Es una realidad como un piano de grande, pero te aseguro que como se aprende de verdad es precisamente haciendo lo contrario y leyendo mucho texto (aparte de probar cosas por tu cuenta). Una de las cosas que me animo a mi a empezar mi web fue el repartir el conocimiento que yo he adquirido a lo largo de muchos años, precisamente por que nadie lee y nadie se informa.
Entiendo que a veces es problema de tiempo, pero lo que de verdad me escama es que la gente no se moleste siquiera en aprender a usar algo que forma parte de su día a día. Por eso yo valoro mucho a la gente que crea contenido y artículos que van más allá de lo que es habitual leer, como también valoro al que se lee o ve un tutorial entero sin saltarse nada, en ambos casos la reciprocidad del uno al otro hace que ambos valoren el trabajo que se ha realizado.
Dicho esto, no es una critica a lo que tu estas haciendo ojo, simplemente el hecho de crear contenido como el que estas haciendo es digno de elogio, porque si en algo inviertes parte de tu tiempo lo lógico es que un tercero lo valore como corresponde, simplemente lo digo como otro punto de vista como usuario que dedica parte de su tiempo a crear contenido digamos 'menos usual' sobre emulación