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Author Topic: mame 0.97 released  (Read 5463 times)

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SirPoonga

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mame 0.97 released
« on: June 02, 2005, 03:02:10 pm »
http://mamedev.com/

0.97
----

IMPORTANT: As of MAME 0.96, the source code license has changed.
Please see the new file license.txt for details. The new license
is based off the BSD license, with additional prohibitions against
commercial usage. See http://mamedev.com for additional details.


MAMETesters Bugs Fixed
----------------------
message096u4gre


Source Changes
--------------
Fixed memory leak in hiscore system. [Nicola Salmoria]

Fixed OKI banking in Pocket Gal Deluxe. [Sonikos]



0.96u4
------


MAMETesters Bugs Fixed
----------------------
peggle096u2gre
exidyc096u3gre
spiders096u3red
renegade096u2gre



Source Changes
--------------
Added 4 different crosshair styles to differentiate different players'
crosshairs. [Aaron Giles]

Rewrote vidhrdw/wecleman.c to make the code more readable. [Aaron Giles]

Fixed game reset in galaxian due to running out of timers. [Aaron Giles]

Added thrash protection emulation to the NVRAM in coolpool.c. [Aaron Giles]

Improved Windows-specific memory debugging to track file/line numbers for
allocations. This required a couple of changes to the core makefile.
[Aaron Giles]

Fixed remaining memory leaks in the new debugger code, and one in the
artwork system. [Aaron Giles]

Cleaned up several video drivers that were using non-auto memory allocation
functions for bitmaps and memory. [Aaron Giles]

Rewrote the RF5C68 sound emulator from the specs, improving sound in the
System 18 games. [Aaron Giles]

Replaced some logerror()/exit(), printf()/exit() and fprintf()/exit()
combinations against an osd_die() call. [Firewave]

Added logerror and memdump commands to the new debugger. [Nathan Woods]

In the PowerPC core, implemented the SMI input line, and added a placeholder
for the TLBISYNC input line (doesn't do anything yet). Also implemented the
TBU special variable on the 603. [Nathan Woods]



New games added or promoted from NOT_WORKING status
---------------------------------------------------
Super Bishi Bashi Championship [David Haywood]



0.96u3
------


MAMETesters Bugs Fixed
----------------------
openice096u2red
1945kiii096u2gre
capbowl096u1gre



Source Changes
--------------
Fixed Wizz Quiz clone. [Pierpaolo Prazzoli]

Added shadow effects to the SSV driver. [Luca Elia]

Simplified additive path in slapstic code. This should not impact any games
that use it, but it is worth verifying. [Aaron Giles]

Improvements to The Couples driver: Improved the video hardware, added a
preliminary PPI8255 + inputs interface, added a better workaround of the
$b011 jump, and added sound. Now the game is somewhat playable, but there
are still some problems in the game. [Angelo Salese]

Fixed DIP switches in several games:
* Dream Soccer '94
* Major Title
* Seibu Cup Soccer
* Caveman Ninja (World & US)
* Spinal Breakers
* Play Girl 2
* Rohga
* Shootout
[Brian Troha]

Added 'find' command to the new debugger for performing memory searches.
[Aaron Giles]

Adjusted sound balance in a few drivers. [David Haywood]

Added preliminary video emulation to penocup.c. [David Haywood]

Added better debugging support to the the MIPS and PPC cores. [Nathan Woods]

Improved sound in Hot Shock and Explorer. [Pierpaolo Prazzoli]

Hooked up light gun properly in Golgo 13. [R. Belmont]

Fixed sprites, controls, colors, sound, many graphics problems in Panic Road,
but still not working. [Tomasz Slanina]

Fixed TMS34010 reverse blitters so they didn't perform extraneous source
memory fetches. [Aaron Giles]

Old debugger no longer forces the memory display to 16-bit words regardless
of the size specified with the M command. [Andrew Church]

Fixed OKI sample rate in Dark Seal/Crude Buster. Attempted to fix Vapor Trail
dropped sound commands. [Bryan McPhail]

Changed trace and traceover commands so they can append to existing files by
placing '>>' before the filename. [Nathan Woods]



New games added or promoted from NOT_WORKING status
---------------------------------------------------
AmeriDarts [Aaron Giles]
A. D. 2083 [Pierpaolo Prazzoli]



New clones added
----------------
Welltris (World) [Aaron Giles]
Express Raider (US set 2) [Joachim Bassmann]
The Couples (Set 2) [Angelo Salese]
Moon Shuttle (Japan set 2) [Corrado Tomaselli]
Dungeons & Dragons: Tower of Doom (Euro 940113) [Razoola]
Alien vs. Predator (Hispanic 940520) [Razoola]
X-Men Vs. Street Fighter (Asia 960919) [Razoola]
Street Fighter Zero 3 (Asia 980904) [Razoola]
Giga Wing (Asia 990222) [Razoola]
Hot Memory [David Haywood]
Borderline [Pierpaolo Prazzoli]



New games marked as GAME_NOT_WORKING
------------------------------------
Cyber Tank [Angelo Salese]
The Lost Castle In Darkmist [David Haywood/Tomasz Slanina]



0.96u2
------


MAMETesters Bugs Fixed
----------------------
starforc095u5gre
fghtbskt095u2red
ncv1095gre
paperboy095gre
garyoret095u2yel
alpine37b4gre
bioatack080u1yel (this was already fixed)
hwrace37b10gre
piratpet060yel
waterski37b5yel



Source Changes
--------------
Added the ability to specify internal read/write handlers for CPUs so
that the new debugger can view internal RAM. Hooked this up for the
TMS32025 core. [Aaron Giles]

Fixed window mode 1 in the TMS34010 core, as well as bugs that prevented
misaligned stack accesses from working and a bug that didn't force the
PC to be 16-bit aligned. [Aaron Giles]

Fixed bug in MAC instructions in the TMS32025 core. Also fixed cycle
counting
problems that led to inaccurate internal timers. [Aaron Giles]

Fixed end-of-sprite list and flip screen in Hollywood Action.
[Pierpaolo Prazzoli]

Fixed colors in New Sinbad 7. [Pierpaolo Prazzoli]

Several Taito SJ sprite fixes:
- Fixed sprite priorites. This fixes several priority issues in Tin Star,
  Elevator Action, High Way Race, and the car wrapping around in Elevator
  Action at the end of a level.
- Added sprite clipping at the sides of the screen. This was verified to
  happen on the real board, and it affects bullets wrapping around in
  Elevator Action. I'm only 99% sure that the clipping is correct this
  way :)
- Fixed sprite hardware collision detection. This fixes the last round in
  Pirate Pete, bonuses in Alpine Ski, end of level 1 in Water Ski.
[Nicola Salmoria]

Fixed DIP switches in Rohga. [Yasuhiro Ogawa]

Several Volfied fixes:
- Fixed visible area.
- Fixed rom names.
- Improved c-chip simulation - accurate timing and correct colour data
  for all levels.
[Bryan McPhail]

Added the ability to clear an input configure via the delete key.
[Curt Coder]

Added cocktail flip support to the Qix driver. [Nicola Salmoria]

Fixed graphics in Hyper Crash. [Pierpaolo Prazzoli, David Haywood]

Rewrote 8255 PPI mode 2 support, and hooked 8255 to buckrog properly.
[Nathan Woods]

Fixed a number of bugs and added support for more SCSI commands and
modes. [R. Belmont, Ville Linde]

Hooked up MSM5205 to Goal! '92 and to Euro League (bootleg), but it
doesn't sound too good yet. [Pierpaolo Prazzoli]

Cleaned up the decryption in the Epos games. [Nicola Salmoria]

Changed xday2 to use default namcona1 joystick inputs. With those, if
you wait the initial test to finish, you can play it. [Sonikos]

Fixed L button in mj4simai which was missing. [Pierpaolo Prazzoli]

Added support for Single monitor Playchoice 10 BIOS. Since the core
doesn't allow you to change aspect ratio or remove dual monitor flag at
run-time, the game always runs in the upper part of the screen.
[Pierpaolo Prazzoli]

Added a -debugscript command line parameter that invokes a debugger
script on startup [Nathan Woods]

Modified the MIPS DRC core to disable optimizations when mame_debug is
on. This makes it easier to run comparative traces when running both
with and without MIPS DRC enabled. [Nathan Woods]

Simplified the decryption code in the sun8 driver, and made some
improvements to the Brick Zone main set. [Nicola Salmoria]

Patched the non-DRC PPC core to compile properly when not all PPC
cores (403, 602, 603) are enabled. Implemented fcmpo instruction.
[Nathan Woods]

Swapped On Screen Display and Config Menu items so that accidental
key configuration changes don't kill your ability to get to the menu
by default. [Aaron Giles]



New games added or promoted from NOT_WORKING status
---------------------------------------------------
Cool Pool [Aaron Giles]
9 Ball Shootout [Aaron Giles]
Hot Mind [Pierpaolo Prazzoli]
Hyper Crash [Pierpaolo Prazzoli]
Multi Champ Deluxe [David Haywood]



New clones added
----------------
Yellow Cab (bootleg) [Pierpaolo Prazzoli]
Atomic Punk (US) [Pierpaolo Prazzoli]
Gaiapolis (US) [Corrado Tomaselli]
Rock 'n Rage (Prototype?) [Brian Troha]
Cosmic Monsters 2 [David Widel]
Varia Metal (New Ways Trading Co.) [David Haywood]



New games marked as GAME_NOT_WORKING
------------------------------------
Revenger [Pierpaolo Prazzoli]
Mobile Suit Gundam Final Shooting [David Haywood]



0.96u1
------


MAMETesters Bugs Fixed
----------------------
pinbo095u6yel
demndrgn095u6gra
gorf095gre
gorf095u5gre
cabal095gre
starlstr095u2gra
roldfrog095ora



Source Changes
--------------
Added ADPCM utilities to OKIM6295.c and used those to hook up sound
once again in the Seibu games. [Aaron Giles]

Fixed PPC assembly code in the TMS99xx core. [Brad Oliver]

Fixed ADC overflow condition in ADC083x code. [smf]

Fixed big endian issues in Namco System 22 driver. [Brad Oliver]

Fixed DIP switches for Schmeiser Robo. [Brian Troha]

Fixed DIP switches for Sky Kid. [Brian Troha]

Fixed big endian issues in the Arcadia driver. [Brad Oliver]

Fixed big endian issues in the Model 3 driver, the old debugger,
and the PPC core. [Brad Oliver]

Added decryption for Gardia and Space Position. [Nicola Salmoria]

Fixed big endian issues in Return of Lady Frog. [Brad Oliver]

Fixed big endian issues in Seibu SPI flash code. [Brad Oliver]

Fixed big endian issues in Namco System FL driver. [Brad Oliver]

Fixed big endian issues in SemiCom games. [Brad Oliver]

Added dynamic recompiler for PowerPC cores. [Ville Linde]

Fixed graphic banking in dietgo. [Bryan McPhail]

Fixed dipswitches in popbingo and cleaned up dooyong.c driver.
[Sonikos]



New games added or promoted from NOT_WORKING status
---------------------------------------------------
Mahjong Block Jongbou (Japan) [David Haywood]
Space Position [David Haywood, Nicola Salmoria]
Gardia [Nicola Salmoria]



New clones added
----------------
Raiden Fighters 2 (Tuning License) [Brian Troha]
Burning Rival (World) [David Haywood]
Martial Champion (Asia ver AAA) [Gerald Coy]
Kickle Cubele [Avedis Boyajian]

Thenasty

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Re: mame 0.97 released
« Reply #1 on: June 02, 2005, 06:38:55 pm »
I just notice that, its not ready for download. It states that its ready for download but where
Thenasty's Arcademania Horizontal/Vertical setup.
http://forum.arcadecontrols.com/index.php?topic=26696.0

Free VGA Breakout Cable
http://forum.arcadecontrols.com/index.php?topic=38228.0

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Thenasty

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Re: mame 0.97 released
« Reply #2 on: June 02, 2005, 08:36:18 pm »
hehee, I guess Gridle woke up, its up for download now....
Thenasty's Arcademania Horizontal/Vertical setup.
http://forum.arcadecontrols.com/index.php?topic=26696.0

Free VGA Breakout Cable
http://forum.arcadecontrols.com/index.php?topic=38228.0

Ultimate All in One Coin Mech write up (Make your own)
http://forum.arcadecontrols.com/index.php?topic=19200.0

M.A.M.E Power

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Re: mame 0.97 released
« Reply #3 on: June 03, 2005, 04:10:53 am »
Hi guys

Is it ok just to download 0.97 and replace all the files in my mame folder (i.e. place the 0.97 mame.exe over the older 0.96 mame exe?)

Thanks


Howard_Casto

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Re: mame 0.97 released
« Reply #4 on: June 03, 2005, 02:38:11 pm »
I think what I'm most disappointed in this release is the new single display playchoice 10 bios.  I figured by the time the official release came out they'd fix it's oddities, but they didn't.  When using the single display bios instead of making the primary monitor fullscreen, it just puts it in the top half of the screen. 

I've complained before, but I'll do it again.  Somebody that knows what they are doing (aka not me) needs to take a serious look at how the dual monitor games are handled and fix them.  Right now each dual monitor system has it's monitors jimmy-rigged into a single, giant monitor.  They should be seperate, and yet it should be possible to arrange them as they are now, thus making it useful for all. 

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Re: mame 0.97 released
« Reply #5 on: June 03, 2005, 02:44:38 pm »
Hi guys

Is it ok just to download 0.97 and replace all the files in my mame folder (i.e. place the 0.97 mame.exe over the older 0.96 mame exe?)

Thanks



Yup!  Pretty easy.  You might want to run Clear Mame Pro to confirm any changes to ROM sets also.

Thenasty

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Re: mame 0.97 released
« Reply #6 on: June 03, 2005, 02:47:43 pm »
I did mentioned it in MAME forum that it was a big Joke too...Then I re-read the WHATSNEW.TXT that the game will now be where the Instructions (TOP) used to be. I expected a Full screen and maybe in time, someone will wake up and smell the cofee.
If anyone here wants to share the code to make it FULL SCREEN, jsut go ahead and post the code.
Thenasty's Arcademania Horizontal/Vertical setup.
http://forum.arcadecontrols.com/index.php?topic=26696.0

Free VGA Breakout Cable
http://forum.arcadecontrols.com/index.php?topic=38228.0

Ultimate All in One Coin Mech write up (Make your own)
http://forum.arcadecontrols.com/index.php?topic=19200.0

papaschtroumpf

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Re: mame 0.97 released
« Reply #7 on: June 06, 2005, 12:12:49 pm »
LOL, getting closer and closer to the dreaded .99 :)

SirPeale

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Re: mame 0.97 released
« Reply #8 on: June 06, 2005, 03:05:31 pm »
Why is it dreaded?

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Re: mame 0.97 released
« Reply #9 on: June 06, 2005, 05:44:56 pm »
I can't speak for papa.... but for me it's the dreaded 1.0

Teh mame team has expressed the idea that when 1.0 comes along they will change the naming convention of future releases AGAIN  thus rendering all frontends who sort by version useless AGAIN  causing all things that depend upon the version number logic ot be rewritten AGAIN. 

Sorry about that, just had to vent.   :)

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Re: mame 0.97 released
« Reply #10 on: June 06, 2005, 08:09:20 pm »
Won't they just use .100?
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Re: mame 0.97 released
« Reply #11 on: June 07, 2005, 08:16:21 am »
Won't they just use .100?

That's what I thought.  I've read many times that this is what will happen.

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Re: mame 0.97 released
« Reply #12 on: June 07, 2005, 12:12:14 pm »
I've hear that too, people will have to make sure decimal place counts in their software to not confuse it with .1.

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Re: mame 0.97 released
« Reply #13 on: June 07, 2005, 02:36:33 pm »
Sounds like we all need to prepare for Y2K all over again. This decimal (digit) place thing is just outta control. Time to stock up on batteries, candles, buy gold and vegetables and make that payment on my secluded land in Minnesota. Black helicpoters are right around the corner. I though I saw a few yesterday flying over my game room, obviously checking up on my cabinets and their version of Mame.

Gotta go now, their gettin clos

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Re: mame 0.97 released
« Reply #14 on: June 07, 2005, 07:07:39 pm »
I've hear that too, people will have to make sure decimal place counts in their software to not confuse it with .1.

Wouldn't a computer treat .1 and .100 or .100000000 exactly the same?
It's the 0's before the 1 that would matter.

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Re: mame 0.97 released
« Reply #15 on: June 07, 2005, 07:14:26 pm »
I've hear that too, people will have to make sure decimal place counts in their software to not confuse it with .1.

Wouldn't a computer treat .1 and .100 or .100000000 exactly the same?
It's the 0's before the 1 that would matter.


Depends on how you program your software.

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Re: mame 0.97 released
« Reply #16 on: June 07, 2005, 09:27:38 pm »
I've hear that too, people will have to make sure decimal place counts in their software to not confuse it with .1.

Wouldn't a computer treat .1 and .100 or .100000000 exactly the same?
It's the 0's before the 1 that would matter.


Depends on how you program your software.

Exactly.  Anyone that programs this number as a decimal is asking for trouble.  It should be a text string.

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Re: mame 0.97 released
« Reply #17 on: June 08, 2005, 03:03:07 pm »
I've hear that too, people will have to make sure decimal place counts in their software to not confuse it with .1.

Wouldn't a computer treat .1 and .100 or .100000000 exactly the same?
It's the 0's before the 1 that would matter.

Using the same logic, .90 and .9 are the same, but no one complained about version 0.90.  Same with 0.80, 0.70, 0.60, 0.30, and 0.20 (not sure about 0.10). 

I guess it's because not many people have both 0.9 & 0.90 installed at the same time. ;D  One test to see if a frontend will have problems with 0.100 is to see how it works with 0.9 and 0.90.

Hell, even winXP explorer correctly orders files with names: "0.1", "0.9", "0.10", "0.99", and "0.100"
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