MAME v0.136u2 out!

CHANGELOG

0.136u2
-------

MAMETesters Bugs Fixed
----------------------
- 03667: [Interface] All default/per-game .cfg files are not saved
correctly (Aaron Giles)
- 03671: [Sound] fcrash: Bad sound ingame (Mamesick)
- 03663: [Graphics] tgm2, tgm2p: The warning boot screen has a black
background which should be blue.

Source Changes
--------------
Replaced vsnetscr GFX ROMs with correct dumps
[Team Japump, Dumping Union]

Fixed memory allocation issue in debug builds. [Aaron Giles]

Added makefile autotest for BIGENDIAN. A bit hacked, though.
[couriersud]

Redumped sound roms in Cyber Tank
[Antonio Gonzalez Jr., Dumping Union]

psikyosh improvements: [PsikyoFan]
* Add support for per-scanline scroll/zoom and per-column effects.
This is adds a significant performance penalty when enabled.
Removed warning flag from s1945ii and s1945iii. s1945iii needs
confirmation of correctness and x-zoom is a guess.
* Virtually completed video rendering. Only flipscreen missing (and
conversion to tilemaps one day). Per-line effects now respect
per-line alpha, priority and bank. As a result daraku text works
without any hacks.
* Added various optimisations to get back all games to a playable
speed.
* Fixed missing soldivid effect on final boss that was broken due to
above daraku hack.
* Added accurate scaling effects based on measurements from hardware.

cybertnk improvements: [Angelo Salese]
* Fixed sprite height
* Implemented flip x and negative y offsets
* Implemented preliminary zooming

sdl.mak rewrite [couriersud]
- TARGETOS=freebsd may now be given on make invocation
- modular approach, separate sections for opengl, x11, debugger
- most target specific settings parametrized.
- Added GTL_INSTLL_ROOT to optionally build win32 with the mame
debugger.
- On targets supporting "-m64" and "-m32" use them.
- On unix ppc targets, add -Dpowerpc automatically

Improved stack walking on crash in Windows. Now using StackWalk64 to
do the stack walk, resulting in cleaner logs. Also will try to use
system function to look up symbol and source/line information if
present. [Aaron Giles]

Improvements to subsino.c [Roberto Fresca]
(general):
- Lowered CPU clock to 1.5 MHz.
- Reworked former inputs.
- Added specific game and technical notes.
- Added lamps support.
- Cleaned-up a bit the driver.

Victor 5:
- Mapped the M6295 but commented out due to missing sample roms.
- Added keyin, keyout, payout, stats and settings inputs.
- Added coin/keyin/keyout counters.
- Limited the bet and coin pulses to avoid repeats and coin jams.
- Added complete coinage and keyin DIP switches.
- Added main game and double-up rates DIP switches.
- Added minimum bet DIP switches.
- Added maximum bet DIP switches.
- Added attract music DIP switch.
- Added button-lamps layout.

Victor 21:
- Mapped the M6295 but commented out due to missing sample roms.
- Added bet x10, keyin, keyout, stats and settings inputs.
- Added coin/keyin/keyout/payout counters.
- Limited the bet and coin pulses to avoid repeats and coin jams.
- Added complete coinage and keyin DIP switches.
- Added main game rate DIP switches.
- Added minimum bet DIP switches.
- Added attract music DIP switch.
- Added button-lamps layout.

Poker Carnival (crsbingo):
- Added change card, keyin, keyout, stats and settings inputs.
- Added coin/keyin/keyout/payout counters.
- Limited the bet and coin pulses to avoid repeats and coin jams.
- Added complete coinage and keyin DIP switches.
- Added double-up rate DIP switches.
- Added minimum bet DIP switches.
- Added maximum bet DIP switches.
- Added cards graphics DIP switches.
- Added double-up type DIP switches.
- Added button-lamps layout.

Super Rider, Super Moto:
- Added stats and settings inputs.
- Added coin counters.
- Added main game and double-up rates DIP switches.
- Added double-up and control type DIP switches.
- Added coinage and demo sounds DIP switches.
- Added button-lamps layout.

Shark Party:
- Added stats and settings inputs.
- Added coin counters.
- Added main game and double-up rates DIP switches.
- Added double-up, coinage and demo sounds DIP switches.
- Added button-lamps layout.

Created new template class tagged_list which manages a simple list
along with a tagmap. Changed memory regions, input ports, and devices
to use this class. For devices, converted typenext and classnext
fields into methods which dynamically search for the next item.
Changed a number of macros to use the features of the class, removing
the need for a bunch of helper functions. [Aaron Giles]

Replaced device_find_child_by_tag() -> device->subdevice().

Added Am29000 CPU core [Phil Bennett]

Removed stdlib.h from osdcomm.h. [couriersud]
- Added #include stdlib.h where now necessary
- Fixed Solaris build
- Fixed building unidasm for OSD=sdl on win32

Tools now include stdlib.h where needed. [couriersud]

Changed core library files to use osd_malloc/osd_free where
appropriate. [couriersud]

Added checkautodetect target to makefile. [couriersud]

Permit zlib and expat to be linked dynamically without changing the
makefile by specifying "=0": make BUILD_ZLIB=0 BUILD_EXPAT=0
[couriersud]

Improved vsnet sprite/roz alignment [David Haywood]

Converted the following drivers to use a driver_data structure:
[Atari Ace]
- bigstrkb, mugsmash, pass, sbugger, sderby, shadfrce, shootout,
silkroad, spbactn, sslam, stlforce, taitojc, tunhunt,
welltris, wwfsstar, xyonix
- 39in1, safarir, sbowling, shougi, skeetsht, skyarmy, sliver,
spoker, spool99, srmp5, srmp6, ssingles, sstrangr, sub, supdrapo,
superdq, supertnk, suprgolf

hng64 : Implemented low-res texture decoding. All red/green polygons
should now be textured. [Andrew Gardner]

Correct a long-standing design flaw: device configuration state is
now separate from runtime device state: [Aaron Giles]

* There is a new class 'running_device' which represents the
state of a live device. A list of these running_devices sits
in machine->devicelist and is created when a running_machine
is instantiated.

* To access the configuration state, use device->baseconfig()
which returns a reference to the configuration.

* The list of running_devices in machine->devicelist has a 1:1
correspondance with the list of device configurations in
machine->config->devicelist, and most navigation options work
equally on either (scanning by class, type, etc.)

* For the most part, drivers will now deal with running_device
objects instead of const device_config objects. In fact, in
order to do this patch, I did the following global search &
replace:

const device_config -> running_device
device->static_config -> device->baseconfig().static_config
device->inline_config -> device->baseconfig().inline_config

and then fixed up the compiler errors that fell out.

* Removed device_get_info_* functions and replaced them with
methods called get_config_*.

* Added methods for get_runtime_* to access runtime state from
the running_device.

* DEVICE_GET_INFO callbacks are only passed a device_config *.
This means they have no access to the token or runtime state
at all. For most cases this is fine.

* Added new DEVICE_GET_RUNTIME_INFO callback that is passed
the running_device for accessing data that is live at runtime.
In the future this will go away to make room for a cleaner
mechanism.

* Cleaned up the handoff of memory regions from the memory
subsystem to the devices.

Fix bug introduced with astring changes that caused malformed tokens
when writing out cfg files. [Aaron Giles]

Fix bug where memory regions were not properly enumerated for the
debugger memory view. Also, stop creating empty regions for disk
regions. [Aaron Giles]

Added Guru(TM)-readme to trackfld. [Curt Coder]

Refactored the CIA 6526 interface, adding SP/CNT callbacks. Fixed
serial transfer. [Curt Coder]

Convrted the rest of devintrf to classes and moved management
functions into methods of those classes. The most wide-ranging
change was converting device_reset() to device->reset(). Apart
from that it was mostly internal shuffling in the core. [Aaron Giles]

Added OS/2 autodetect to makefile. [couriersud]

Autodetection of PTR64 can be inhibited now by specifying PTR64=0.
On mixed 32bit/64bit targets identifying themselves as 64bit this can
be used to build a 32bit executable. [couriersud]

Added OpenBSD support in makefile/sdl.mak. Fixed XBSD detection of
PTR64 (uses amd64). [couriersud]

Fix bug that mistook a non-NULL token to mean that a device was
started. Fixes -video ddraw issue. [Aaron Giles]

Replaced vsnes bank installs with RAM installs, since the banks were
never changed. [Aaron Giles]

Exit from the unhandled exception filter cleanly now. Use
SetErrorMode() to disable the appearance of dialog boxes when crashes
occur. [Aaron Giles]

Fixed a typo in pgm.c that was causing a memory test error and
corrected some comments [XingXing]

Made direct accessors for device configuration state. Currently they
just call through to the get info function. Removed old macros that
wrapped calls. [Aaron Giles]

Removed some aliases between CPUINFO_ and DEVINFO_ to help clarify
usage. Also converted a few more places to use the new accessors.
[Aaron Giles]

Replaced drgninja set with one dumped from a genuine Data East PCB
[dlfrsilver]

Added MEC-M1 PCB layout to the dec0 driver and updated some clocks
and ROM names [Guru]

hng64 : Partially decodes translation-only geometry type 0102. This
makes the road appear in the racing games, the edge of the ring in
buriki, and a hallway during the buriki attract. [Andrew Gardner]

The return of the "misc" [couriersud]
- Added sdlmisc_.c again. This was necessary since
certain tools create stubs for e.g. osd_break_into_debugger.
If we do not have this in a separate file, the link stage may
break.
- Applied OS/2 patch [Credit: KO Myung-Hun]
- Cleaned up #includes. Removed stdlib.h were possible.
- More malloc to osd_malloc rename.
- SDL monitor modes are read now when they are needed. This is now
consistent across platforms.

GTK Debugger work [couriersud]
- glade-2 can now be used again to edit the debug.glade file.
- No more need to edit the files created by glade-2
- All "activate" handlers now pass the parent window pointer.
- malloc ==> osd_malloc to prevent mixed c++/c window allocations.
- Run to cursor (main view)
- In place memory editing (memory view)
- implement key handling (Up, down, ..) like in windows
- Tab and ESC not yet handled
- Functionality now matches win32 debugger
- Further code review/rewrite/simplification
- Added more comment headings
- fix a compile warning for gcc-4.4 (not detected by gcc-4.2)
- Horizontal divider bar to individually size views.
- minimum height aligned to win32 debugger

ARM: preliminary SA-1110 support [R. Belmont]

Verified all deco32 clocks and corrected HuC6280 clock following old
Charles McDonald notes I had about internal divisor. Added a note on
the Arm cpu used by this game: it's a Data East 101 custom
[Corrado Tomaselli]

Changed the following games to use the 76489A variant (verified on my
pcbs): Green Beret, Do Run Run, Mr.Do's Castle, Jail Break,
Shaolin's Road, Yie Ar Kung-Fu [Corrado Tomaselli]

Fixed sn76489a periodic noise once again (and simplified a bit of
code), now should be closer to or match real chips as sampled. Added
true clock divider emulation, so emulation may be a bit slower.
[Lord Nightmare, PlgDavid, Kold666]

Popmessages can now be used in drivers which have an MC6845.
[Curt Coder]

Ensure that RAM and bitmaps are cleared when the ms32 driver is
started to avoid 64-bit build crashes [David Haywood]

Converted HD63484 ACRTC to be device. [Fabio Priuli]

hng64 : Hacks the camera to work in sams64. [Andrew Gardner]

Fixed crash issues with mchampdx [Fabio Priuli]

s14001a: updated comments; got rid of the squealing noise (hidden
behind a #define now, code is still there) until some other issues
can be resolved. [Lord Nightmare]

Dumped the proms in D-Day (Jaleco) [Chack'n, Team Japump]

Fixed background and sprites colors in D-Day (Jaleco) [Angelo Salese]

UI menu interface changes [couriersud]
- all ui functions now expect a render_container
- removed all macros referencing render_container_get_ui
- ui_menu_alloc now is passed a container to which to render the menu.

New games added or promoted from NOT_WORKING status
---------------------------------------------------
F-15 Strike Eagle (2 sets) [Phil Bennett]
Battle of the Solar System (rev. 1.1) [Phil Bennett]
Tank Battle (prototype rev. 4/21/92) [Phil Bennett]
Fortune I (PK485-S) Draw Poker [Jim Stolis]
Versus Net Soccer (5 sets) [David Haywood]
Island 2 (060529, banking address hack) [David Haywood]

New clones added
----------------
Insector X (Japan) [Gyrovision, Gatinho, Smitdogg, Dumping Union]
Viper Phase 1 =U.S.A= [Keven Eshbach, Dumping Union]
Cube Quest (12/30/83) [Bill K]

New games marked as GAME_NOT_WORKING
------------------------------------
King Tut (Australia) [David Haywood]
Money Bank (Australia) [David Haywood]
Penguin Adventure (bootleg) [Mariusz Wojcieszek]
Quarter Horse Classic [Siftware, Mariusz Wojcieszek]
Pinkiri 8 [Gyrovision, Smitdogg, The Dumping Union]
Poker Ladies (Censored bootleg) [David Haywood]
Gundam Wing: Endless Duel (SNES bootleg)
[N. Francfort, manliodp, Smitdogg, The Dumping Union]
Mortal Kombat 3 (bootleg of Megadrive version)
[Patrick McCarron, Smitdogg, The Dumping Union]

Nueva versión lixta. Como mejoras hay varias, Cyber Tank ya es parcialmente jugable (aún falta el bitmap del suelo y otras cosas) y Andrew Gardner ha mejorado el driver de HNG64 sin llegar a incluir el sistema de iluminación (que es la novedad de ayer)

Respecto de HNG64 se ha arreglado la cámara de Samurai Shodown 64, ya no desaparecen los jugadores ni hace cosas raras. Todos los polígonos verdes y rojos ahora tienen textura. Se ha implementado gemotetría tipo 0102; esto significa que la carretera ya aparece en los juegos de coches y que en Buriki One ya se ve el ring y el vestíbulo

Hay más novedades interesantes pero no he tenido tiempo de echarle un vistazo más en profundidad, ya actualizaré

MAMEDEV

Pruebas

Samurai Shodown 64 (SNK, 1998)

Se ha corregido la cámara (con lo que ya es jugable) y se han corregido las texturas en polígonos verdes y rojos, se ve bastante mejor que en anteriores versiones

0.136u2 0.136u1 0.135u2

Samurai Shodown 64 : Warrior's Rage (SNK, 1998)

Se han corregido las texturas en polígonos verdes y rojos, se ve realmente bien y es el más jugable de todo HNG64 en MAME hasta este momento

0.136u2 0.136u1 0.135u1

Beast Busters 2nd Nightmare (SNK, 1998)

Tiene algún retoque respecto de la anterior, poco apreciable, ahora se ven más tripas cuando el zombi explota (si tienes "meat" y "blood" activado en la bios claro), pero sigue sin ser jugable debido al parpadeo y a la invisibilidad prácticamente de todo lo que aparece en pantalla

0.136u2 0.136u1

Xtreme Rally (SNK, 1998)

Se han implementado algunos tramos de carretera y algunos bitmaps, el resto sigue igual. No funciona porque no es posible pasar del attrac mode (la demo), pero siendo invisible la mayor parte de la carretera daría un poco igual

0.136u2 0.136 0.135u2

Road's Edge (SNK, 1997)

Exactamente lo mismo que con Xtreme Rally, solo que en esta ocasión con la implementación de la carretera (sin texturas) se han perdido las texturas en los coches

0.136u2 0.136 0.135u2

Buriki One (SNK, 1999)

Ahora se pueden apreciar los bordes del ring y el vestíbulo del edificio. El resto igual, no se puede pasar el attrac mode

0.136u2 0.136u1

Fatal Fury : Wild Ambition (SNK, 1998)

Diría que se han corregido partes del suelo, el HUD y que los personajes son más estables (desaparecen menos), pero el parpadeo es más continuo, jugable en todo caso

0.136u2 0.136u1 0.131u1 (no ha llovido ni ná)
Estoy pillando todo lo posible de mame y intentando actualizarlo todo y ya me sale otra nueva, si yo tengo el mame 0.136 normal, para actualizar a este, se podría hacer sobreescribiendo los archivos ? o habría que hacer algo más? hay que actualizar las roms ?

Es que todavía ando un poco perdido [comor?]
Solo tienes que sobreescribir los archivos nuevos sobre la versión anterior, puedes actualizar desde cualquier versión a cualquier versión (0132 a 0136u2 por ejemplo), no es necesario que hagas nada más que sobreescribir

Eso sí, aún no ha colgado ningún sitio la versión compilada ni MAMEUI ha lanzado su versión

Yo estoy compilando mi versión 64bit, si tengo tiempo luego y aún no ha salido compilo la de 32bit
Ok, es que quiero pillarme una recreativa y a la vez que busco estoy preparando ya el mame, hyperspin, etc... y como son tantas cosas ando un poquillo perdido aún, si tengo dudas ya te preguntaré alguna cosilla :D

Saludos !!
Ya tenéis vídeos y comentarios sobre todos los dumps (7) que hay de Hyper NeoGeo 64 y sus respectivas mejoras en esta versión

PD: Ya podía volver a implementar EOL el tag de Youtube para mostrar el reproductor flash, ¿que duró aquello, una semana? No entiendo el motivo de ser tan minimalistas en las opciones y luego llenar los bordes de gifs y flash ... [noop]
Me pasa una cosa con el MAME Plus;

no me cargan los juegos de CPS3 que requieren CHD; solo las versiones "NO CD".

Al iniciarlos, me sale una pantalla con el logo de CPS III, y me da 2 opciones: 1 - Regrabar el juego (No se lo que será, pero dice que tarda en algunos hasta 70 minutos, y como que paso de esperar tanto... a no ser que alguien me diga que no hay otra solución), 2 - Cancelar.

Si cancelo, me dice que el CD es invalido, y que inserte uno valido o regrabe el juego... :-?

He probado a esperar a que regrabe en el caso de SFIII 3rd strike Fight for the Future (USA 990608), que eran solo unos 19 minutos. tras terminar, ha funcionado, y al reiniciarlo funciona directamente, y ya no me pide regrabar. He notado que ha generado el archivo sfiii3.nv, de 96 MB de tamaño, en la carpeta nvram... ¿Es necesario hacer esto en todos los juegos CHD de CPS3?

Los CHD y las roms en teoría son correctos, y están actualizados.
5 respuestas