The NEW Build Your Own Arcade Controls
Main => Software Forum => Topic started by: Bill_S on September 04, 2003, 07:13:49 am
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Didn't see this posted yet.
from mame.net:
0.73
Sorry, this list of changes isn't complete due to hardware problems I'm having.
General Source Changes
----------------------
Many Improvements to the ST-V emulation, resulting in Hanagumi Columns being
playable and other games on the driver starting to show some
graphics [Angelo Salese, David Haywood]
src/drivers/stv.c
src/vidhrdw/stvvdp1.c
src/vidhrdw/stvvdp2.c
Continued MegaPlay Improvements (still none fulyl working yet but more of the
bios menu tests pass now) [Barry Rodewald]
src/drivers/segac2.c
Some System GX Improvements, mainly to the not yet working games [R.Belmont]
src/drivers/konamigx.c
src/vidhrdw/konamigx.c
Attempted to Improve Super Dodge Ball MCU Simulation [Acho A. Tang]
src/drivers/sdodgeb.c
src/vidhrdw/sdodgeb.c
Various Changes to keep the code inline with MESS [Nathan Woods]
Added 8 Player Support to the Core [Stefan Jokisch]
New games supported:
--------------------
Hanagumi Taisen Columns - Sakura Wars [Angelo Salese, David Haywood]
This the first st-v game to be supported by MAME, please note that due
to the complexity of the system emulation is still preliminary and there
are still various issues that will need ironing out, there is currently
no sound.
src/drivers/stv.c
src/vidhrdw/stvvdp1.c
src/vidhrdw/stvvdp2.c
Ultra X Weapons [Tomasz Slanina]
some gfx offset problems / alignment (sprite handle can move?)
src/drivers/ssv.c
Twin Eagle 2 [Tomasz Slanina]
src/drivers/ssv.c
Twin Eagle 2 DOES NOT WORK due to protection involving the directions
in which objects travel, and as a side-effect collisions don't work
correctly either, if somebody fixes this then itmight be fine apart
from a few offset problems.
Super Trivia Master [Pierpaolo Prazzoli]
wrong colours
src/drivers/strvmstr.c
Sprint 8 [Stefan Jokisch]
src/drivers/sprint8.c
src/vidhrdw/sprint8.c
New Clones supported:
--------------------
Lady Bug (bootleg on Galaxian Hardware) [Mike Coates]
input ports incomplete
src/drivers/galaxian.c
src/includes/galaxian.h
src/machine/scramble.c
Video Pool (Moon Cresta hardware) (bootleg of Video Hustler) [Mike Coates]
dipswitches incomplete
src/drivers/galaxian.c
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0.72u2
General Source Changes
----------------------
Improved Megaplay a bit, the bios screens now show however the games still don't
work [Barry Rodewald]
src/drivers/segac2.c
src/includes/segac2.h
src/vidhrdw/segac2.c
Various ST-V improvements, Hanagumi Columns shows a partial title screen (still
disabled so you'll have to enable it yourself if you want to see)
[Angelo Salese]
src/drivers/stv.c
Removed DCS Speed-Ups
src/sndhrdw/dcs.c
Fixed a bug in the C 68000 core with the SBCD Opcode [Acho A/ Tang]
States of the sign(N) and overflow(V) flags after SBCD,
ABCD and NBCD operations are "undefined" according to Motorola.
The C core randomizes the V flag and sets the N flag like signed
operations.
Viofight expects determinant results of the two flags from SBCD
or it gets stuck in a math loop. The V flag now returns zero and
the N flag mirrors carry exactly like what the ASM core does.
src/cpu/m68000/m68k_in.c
Fixed Mustache Boy Continue Screen and attempted to improve speed [Tomasz Slanina]
src/drivers/mustache.c
Misc Konami Fixes [Acho A. Tang]
tmnt.c:
- qgakumon resetting and screen darkening
- tmnt2 load-save states(not good enough yet)
- ssriders diagonal jittering(needs testing)
konamiic.c:
- boundary conditions and kludge removal in K007420
rockrage.c:
- rogue sprites
kncljoe.c:
- bad scrolling, clipping, rogue sprites
Couple of Improvements to the Fuuki games (Priority, BG Colours) [Paul Priest]
src/drivers/fuukifg2.c
src/vidhrdw/fuukifg2.c
src/drivers/fuukifg3.c
src/vidhrdw/fuukifg3.c
Guard against OP_ROM/OP_RAM overflows [Nathan Woods]
This patch adds an optional facility to guard against OP_ROM/OP_RAM
overflows. This is implemented by adding new variables OP_MEM_MIN and
OP_MEM_MAX that track the minimum and maximum address ranges for which
using OP_ROM/OP_RAM is valid.
Support for this feature is enabled via conditional compilation in
memory.h. There are three possible modes:
CPUREADOP_SAFETY_NONE - The status quo; no range checking at
all
CPUREADOP_SAFETY_PARTIAL - Range checking only against the
maximum address
CPUREADOP_SAFETY_FULL - Range checking against both the
minimum and the maximum
This patch has MAME using CPUREADOP_SAFETY_NONE, unless MAME_DEBUG is
defined in which case CPUREADOP_SAFETY_FULL is set. Thus as is, this
patch should have zero effect on release versions of MAME.
Additionally, being able to safely disassemble code near bank boundaries
when using the MAME debugger is extremely useful.
There is a slight performance hit when this is enabled.
Dipswitch Fixes:
1st dipswitch of 3rd bank in 1941 [Fabrizio Pedrazzini]
src/drivers/cps1.c
Tetris Plus 2 (MS32 version) [Sonikos]
src/drivers/ms32.c
and a few others ...
Changed nkdodgeb to use proms from another Japan bootleg set, maybe this fixes
some problems with the colours.
src/drivers/nkdodgeb.c
Included 8080 core updates from MESS
src/cpu/i8085/*
Preliminary Hyperstone Core, not yet working well enough to run anything [Pierpaolo Prazzoli]
Now using correct Dragon Blaze sound ROM
src/drivers/psikyosh.c
New Clones supported:
--------------------
Hard Dunk (World)
src/drivers/multi32.c
Super Bike (DK Conversion) [Pierpaolo Prazzoli]
src/drivers/dkong.c
Some CPS clones [Razoola]
src/drivers/cps2.c
New games supported:
--------------------
Mogura Desse (Cabinet Test Board) [David Haywood]
no sound (discrete)
src/drivers/mogura.c
Speed Attack [Angelo Salese, Pierpaolo Prazzoli]
wrong colours
src/drivers/speedatk.c
src/vidhrdw/speedatk.c
Some New MegaTech Sets (mostly not working yet)
src/drivers/segac2.c
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0.72u1
General Source Changes
----------------------
Changed Fuuki 16-bit driver to use Partial Updates for Raster Effects and enabled
them [David Haywood, Paul Priest]
src/drivers/fuukifg2.c
src/vidhrdw/fuukifg2.c
Temporary Fixes to a few of the System 16 driver problems (sound banking for
example) Note, the driver is still being rewritten these are only minor 'fixes'
to improve things a bit until the rewrite is complete [Acho A. Tang]
src/drivers/sysetm16.c
src/vidhrdw/system16.c
src/vidhrdw/sys16spr.c
Change so DIP menu isn't displayed if no Dipswitches are defined in the driver
instead of flashing a blank mneu when you try and enter it [Paul Priest]
src/usrintrf.c
Various Changes [Nathan Woods]
src/cpu/jaguar/jaguar.c:
- Fixed a bug in the NORMI opcode
src/cpu/mips/mips.c:
- Removed use of the GCC specific varargs on macros feature
src/sndhrdw/jaguar.c:
- Changed around one of the #include paths (due to
ProjectBuilder on Mac issues)
src/sound/tms5220.c:
src/sound/tms5220.h:
- Added support for the TMS0285 variant (an old variant of the
TMS5220)
src/vidhrdw/jagblit.c:
src/vidhrdw/jaguar.c:
- Added support for the SRCSHADE and DSTA2 command bits to the
Jaguar blitter.
- Added some miscellaneous logging code
- Changed around one of the #include paths (due to
ProjectBuilder on Mac issues)
src/vidhrdw/jagobj.c:
- Added support for objects with pitch != 1 for objects with 1-2
bits per pixels
src/harddisk.c:
src/harddisk.h:
- Added a function to retrieve the interface
src/ui_text.c:
src/ui_text.h:
- Added a MESS specific UI string (within #ifdef MESS of course)
src/usrintrf.c:
- Parameterized the setdipswitches() call; so that a menu that
looks like the DIP switch menu can easily be made with different IPT_*
values (MESS has a configuration menu that functions a lot like the DIP
switch menu)
src/artwork.c:
- Small fix to allow the UI to be drawn if the artwork system is
active but no artwork is present (not an issue for MAME)
src/mamedbg.c:
- Cleanup and fix of set_ea_info() so that negative offsets of 8
or 16 bits do not have extraneous FF's in front of them.
- More proper fix to the scanline display bug that prevented
registers from being edited when the scanline display was on.
src/cpu/hd6309/6309dasm.c:
- Better message for when invalid opcodes are disassembled
src/artwork.c
src/artwork.h
- Fixed crashing bug with clones
src/inptport.c:
- Adds some MESS specific IPT defaults (within #ifdef MESS)
- Modified input_port_allocate() so that PORT_BITX declarations
that specify JOYCODE_a_BUTTONb for their default codes will also get
JOYCODE_MOUSE_a_BUTTONb or'd in.
src/input.c:
src/input.h:
- Added seq_set_4() and seq_set_5()
src/windows/video.c:
- Changed render_frame() so that throttle_speed() will also be
called when game_is_paused is set. This prevents MAME from busy looping
when paused.
Fixed Remaining Protection problems in TMNT2 and Sunset Riders, Fixed Combat School
Trackball sets from Crashing, Fixed Escape Kids Spries, Fixed Sticky Sprites in
Detana! Twinbee, Fixed Sprite Lag in some games [Acho A. Tang]
src/drivers/combatsc.c
src/vidhrdw/konamiic.c
src/vidhrdw/konamiic.h
src/palette.c
src/palette.h
src/drivers/tmnt.c
src/vidhrdw/tmnt.c
Misc Improvements / Cleanups / Fixes [Acho A. Tang]
src/drivers/aeroboto.c
src/vidhrdw/aeroboto.c
src/drivers/bwing.c
src/vidhrdw/bwing.c
src/drivers/equites.c
src/vidhrdw/equites.c
src/machine/equites.c
src/drivers/halleys.c
src/drivers/sgladiat.c
src/drivers/sidearms.c
src/vidhrdw/sidearms.c
src/vidhrdw/spdodgeb.c
src/drivers/wecleman.c
src/vidhrdw/wecleman.c
src/drivers/wiz.c
Fixed Background Graphics in Trackball version of WC90 [Angelo Salese]
src/drivers/wc90.c
src/vidhrdw/wc90.c
Fixed sound in Super Doubles Tennis [Pierpaolo Prazzoli]
src/drivers/btime.c
New games supported:
--------------------
Asura Blade [Paul Priest]
missing sound, some priority errors
src/drivers/fuukifg3.c
src/vidhrdw/fuukifg3.c
Gaia Crusaders [Paul Priest]
src/drivers/cave.c
Street Heat [Dave Widel]
src/drivers/dkong.c
New Clones supported:
--------------------
8 Ball Action (DkJr Kit) [Pierpaolo Prazzoli]
src/drivers/dkong.c
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wow - 8 player support :) What games are 8 players besides Daytona?
Just imagine how big that control panel would be ;)
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Wow, an entire release and only a single new working game, and it is one that I am betting NO ONE has a proper setup to play.
Sprint 8, the KING of all analog games (I am scared to even count how many inputs that game has).
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wow - 8 player support :) What games are 8 players besides Daytona?
Just imagine how big that control panel would be ;)
As if most of ours aren't big enough already... :) That's pretty funny.
Odonadon
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Umm, Daytona is a one player game with local networking capability to link up with other Daytona units. So it isn't by itself a multiplayer game. It works like Half Life, or Quake. Each copy of the game itself supports one player, but it can interact with other units for multiplayer.
Sprint 8 is likely the game they added 8 player support for. That, Tank 8, and Indy 800 may have been the only true 8 player games ever made.
The reason I am harping on the difference is because when Daytona comes to Mame it will be like having a single Daytona unit, unless they emulate the networking, and then you will still have to network with other instances of Mame to have multiplayer.
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Cant wait for more ST-V support, Radiant Silvergun anyone!? :P
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need mor einfo on ST_V
what is it?
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Sprint8 was added. Indy800 can't be added, it's discrete. I heard they are looking hard for a tank8.
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I LOVE tank 8! Anyway, looks like they screwed up. Tmnt2 and Sunset riders are fixed but they forgot to remove the warning messages. Doh!
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Torrent available:
http://torrentreactor.com/download.php?file=mame32v73.zip.torrent (http://torrentreactor.com/download.php?file=mame32v73.zip.torrent)