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Donnerstag - 17.07.2008


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MAME 0.126u1 um 21:20:18 von Nemu
Im neuesten Source-Update von MAME gibt es folgende Änderungen:

    0.126u1
    -------

    NOTE: The cheat engine is disabled as of this version. It is
    currently undergoing a desperately-needed complete redesign and
    rewrite from scratch. By the time 0.127 is ready, we should have
    support for the vast majority of existing cheats working once
    again.


    MAMETesters Bugs Fixed
    ----------------------
    - 00368: [Graphics] aliens: There are a few graphics glitches.
    (Nicola Salmoria)
    - 00871: [Graphics] pow: At 3/4 of the 1st level, there is a large
    pillar, which pops up too late. (Nicola Salmoria)
    - 02006: [DIP/Input] rtriv: All four buttons for player 1 are mapped
    twice (Fabio Priuli)
    - 02009: [Graphics] frogger and clones: background doesn't rotate in
    cocktail mode (couriersud)
    - 01547: [Sound] cabalbl: Cabal (bootleg) soundfx wrong
    (Nicola Salmoria)
    - 00244: [Graphics] aliens: In two player mode, there are some
    problems with the player sprites. (Nicola Salmoria)
    - 01910: [DIP/Input] changela: Gear Shift defaults to Reverse
    (RansAckeR)
    - 00900: [Color/Palette] kaiserkn, kaiserkj, gblchmp, dankuga: When
    thrown by Azteca's medium punch throw the palette of the
    thrown character gets all messed up. (Nicola Salmoria)
    - 00895: [Color/Palette] arabianm and clones: During level 6, there
    is a rain effect, but the water is coloured green.
    (Nicola Salmoria)
    - 01917: [Color/Palette] gunlock, rayforce, rayfocj: The color of
    Battleships is wrong in the 1st stage. (Nicola Salmoria)
    - 01058: [Documentation] exctsccb: Exciting soccer bootleg should be
    placed in champbas.c. (Nicola Salmoria)
    - 00079: [Graphics] faceoff: When you go for a penalty shot the
    screen is upside down. (Nicola Salmoria)
    - 01887: [DIP/Input] pushman, pushmana, pushmans: Flip screen DIP
    switch doesn't work. (Nicola Salmoria)
    - 01891: [DIP/Input] matchit, shisen, sichuan2, sichuana: Flip screen
    DIP switch doesn't work. (Nicola Salmoria)
    - 01574: [DIP/Input] dankuga, gblcmhp, kaiserkj, kaiserkn: Player 1
    and Player 2 Button 4 mapped twice. (Nicola Salmoria)
    - 01925: [Color/Palette] gunlock, rayforce, rayforcj: The explosive
    color of the demo is different. (Nicola Salmoria)
    - 01973: [Core] champbbj: Game resets itself in the middle of test
    process (Nicola Salmoria)



    Source Changes
    --------------
    makemeta changes: [Aaron Giles]
    * Split out Manchester code parsing into a separate utility module.
    * Rewrote Manchester code parsing to be clock based.
    * Updated makemeta to call the new functions.
    * Changed makemeta to parse a different format for metadata.
    * Fixed Huffyuv decompression in aviio.
    * Added more robust logic to parse out the white flag.

    Newest Japanese Naomi BIOS added [batman2509, starke/peap]

    pit8253 updates: [Wilbert Pol]
    - Changed the implementation to use timers internally.
    - Removed the frequency change callbacks.

    slapfght driver update: [stephh]
    * Renamed sets :
    - tigerh2 -> tigerhb1 ("Japan set 2" -> "bootleg set 1")
    - tigerhb1 -> tigerhb3 ("bootleg set 1" -> "bootleg set 3")
    - gtstarba -> gtstarb1 ("bootleg set 2" -> "bootleg set 1")
    - getstarb -> gtstarb2 ("bootleg set 1 -> "bootleg set 2")
    * "Performan" :
    - cleaned/fixed Dip Switches and added port locations
    * "Tiger Heli" :
    - added MCU simulation for 'tigerhb1' (in fact, I only had to
    return the correct value for the hardware test as there
    doesn't seem to be any other communication - I'm still not
    convinced that this bootleg had a MCU)
    - cleaned/fixed Dip Switches and added port locations
    - added notes with the differences between the different sets
    * "Get Star" / "Guardian" :
    - added MCU simulation for 'getstar' and 'getstarj' heavily based
    on 'gtstarb1' bootleg
    - cleaned/fixed Dip Switches and added port locations
    - added notes with the differences between the different sets
    (and especially detailed the numerous ingame bugs in
    'gtstarb2')

    Added new module uiinput.c which manages input for the user interface.
    The OSD is responsible for pushing mouse events and character events
    to this interface in order to support mouse movement and text-based
    input (currently only used for the select game menu). Added support
    for navigating through the menus using the mouse.
    [Nathan Woods, Aaron Giles]

    Redesigned the UI menus so that they can maintain a richer state. Now
    the menus can be generated once and reused, rather than requiring
    them to be regenerated on each frame. All menus also share a comment
    eventing system and navigation through them is managed centrally.
    Rewrote all the menus to use the new system, apart from the cheat
    menus, which are now disabled. Reorganized the video menu to make it
    easier to understand. [Aaron Giles]

    Converted UI startup screens to use astrings. [Aaron Giles]

    Fixed edge case in the DRC front-end that would incorrectly tag the
    end of a sequence as "return to start" even if the last instruction
    did not abet the starting instruction. [Aaron Giles]

    Replaced the crazy number of get/set functions for render containers
    with a single get/set of a user settings struct. [Aaron Giles]

    merged exctsccr.c into champbas.c. [Nicola Salmoria]

    UDRC-based SH-2 dynamic recompiler: [R. Belmont]
    - All games on all drivers should work as before except "colmns97"
    and "stress" which crash due to sound system trouble.
    - All idle skips are still included. They are quite a bit less
    effective than they were on the interpreter, but they still give a
    boost.
    - Fast RAM bypass is not included yet so this does not represent
    final performance. That said, it's consistently faster than the
    interpreter even now. Example: sfiii3 on 0.126 gets 609% on the
    interpreter and 961% on the DRC.

    Added ST-V BIOS info based on text at 0x800 (byte swapped).
    Reorganized the BIOS list & description. Added the USA bios to
    smleague and it's a USA only cart. [Brian Troha]

    Added save state suport to Konami CPU & Aliens. [Nicola Salmoria]

    Moved kodb to fcrash.c (which will probably end up being the home of
    the cps1 bootlegs). [David Haywood]

    SH-4 update [Samuele Zannoli]
    - Fixed TRAPA and some versions of FMOV
    - Improved disassembly for MOV.W, MOVA, MOV.L, FIPR, and FSCA.

    Fixed memory leak in romcmp. [Nicola Salmoria]

    Merged memory maps in the cabal driver. [Nicola Salmoria]

    i960: respect the rounding mode for CVTRI [ElSemi]

    Corrected g13knd wave ROM 0 offset. [Philip Bennett]

    Fixed cocktail sprite position in galaxian.c. Fixes that the frog
    disappears for player 2 if moved backwards. [couriersud]

    Changed direct access EEPROM interface to return the "bus width" of
    the EEPROM data, and the size is in terms of units, not bytes.
    Updated all drivers accordingly. [Aaron Giles]

    Changed the ROM loading code to actually alter the region flags based
    on the CPU endianness and bus width when creating the region, rather
    than fixing them up on the fly. This means that callers to
    memory_region_flags() will get the correct results. [Aaron Giles]

    Changed the expression engine to use two callbacks for read/write
    rather than relying on externally defined functions. [Aaron Giles]

    Expanded memory access support in the expression engine. Memory
    accesses can now be specified as  [num]@
    .
    'space' can be one of the following:

    p = program address space of CPU #num (default)
    d = data address space of CPU #num
    i = I/O address space of CPU #num
    o = opcode address space of CPU #num (R/W access to decrypted opcodes)
    r = direct RAM space of CPU #num (always allows writes, even for ROM)
    e = EEPROM index #num
    c = direct REGION_CPU#num access
    u = direct REGION_USER#num access
    g = direct REGION_GFX#num access
    s = direct REGION_SOUND#num access

    The 'num' field is optional for p/d/i/o/r, where is defaults to the
    current CPU, and for e, where it defaults to EEPROM #0. 'num' is
    required for all region-related prefixes. Some examples:

    w@curpc = word at 'curpc' in the active CPU's program address space
    dd@0 = dword at 0x0 in the active CPU's data address space
    r2b@100 = byte at 0x100 from a RAM region in CPU #2's program space
    ew@7f = word from EEPROM address 0x7f
    u2q@40 = qword from REGION_USER2, offset 0x40

    The 'size' field is always required, and can be b/w/d/q for byte, word,
    dword, and qword accesses. [Aaron Giles]

    Added World Rally support to tiny.mak/.c. [Macareno]

    changela input improvements: [RansAckeR]
    - DIP switch fixes
    - Added DIP locations.

    Minor srmp5 update: [Sonikos]
    - Removed hack in drive machine R3000
    - Adjusted R3000 frequency to 25 Mhz according to speglsht
    (the hardware is the same)
    - Adjusted visible area (but i'm not sure it's correct)
    - Fix one rom loading

    Changed partial refresh policy in snk68.c and updated comments.
    [Nicola Salmoria]

    More conversion to input_port_read(): [Fabio Priuli]
    * converted to use tagged inputs and handlers all drivers starting
    with S & T
    * simplified input reads in system24 (removing a redundant handler)
    * cleaned up a bit inputs in system 16 & 18 bootlegs (among the
    other things, now coinage and P2 inputs in fpointbl & fpointbj
    work again)
    * removed a lot of redundant #define from taito drivers, replacing
    them with PORT_INCLUDEs and definitions from taitoipt.h



    New clones added
    ----------------
    World Class Bowling v1.6N [Brian Troha]
    Tiger Heli (bootleg set 1) [stephh]
    Guardian (US) [stephh]
    Get Star (Japan) [stephh]
    Virtua Fighter 2 (Revision A) [Peabo / ElSemi]



    New games marked as GAME_NOT_WORKING
    ------------------------------------
    Daytona USA Deluxe '93 [Peabo / ElSemi]


via: cgboard.de



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