MAME 0.84 u4 & u5 released

Όλα σχετικά με τον αγαπημένο μας emulator.

Συντονιστές: Nemo, Maddog, Whacker, BraiNKilleR

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pepinos
Emulation King
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Εγγραφή: 11 Μάιος 2004 01:48

MAME 0.84 u4 & u5 released

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0.84u5
------

WARNING: There have been some major internal changes as of this build.
Furthermore, the controller.ini support is temporarily disabled. Any
other input-related bugs, please report to www.mametesters.org.

WARNING: Because of the extension to 32-bits, all existing INP files
are invalid. MAME now writes 4 bytes per INP entry instead of 2.


Driver Improvements:
--------------------

- Significant improvements to the Rabbit driver. [David Haywood]

- Included all the worthwhile sound changes from MAME32FX (most of
these in turn are from MAME32Plus). List and (credits) follows:

* airbustr.c: FM/PCM balance (RND)
* crimfght.c: adjusted YM and Z80 clock to 4 MHz, matches
real PCB better (???)
* darkseal.c: FM/PCM balance (UNZU)
* ddragon.c: FM/PCM balance (???)
* mitchell.c: adjusted pitches (AKIN)
* namcos1.c: FM/PCM balance (UNZU)
* namcos2.c: FM/PCM balance (RND)
* nemesis.c: PSG/WSG balance (UNZU)
* rohga.c: FM/PCM balance (RND)
* shadfrce.c: FM/PCM balance (RND)
* simpsons.c: Z80+YM2151 clocks, FM/PCM balance (???)
* toki.c: FM/PCM balance (???)
* vaportra.c: FM/PCM balance (UNZU)
* xmen.c: FM/PCM balance, Z80 clock is 8 MHz (???)

- Fixed input ports in the megasys1 driver. [Mamesick]

- Fixed naming of the various Centipede bootlegs. [Stefan Jokisch]

- Fixed incorrect graphics decode in the Donkey Kong driver.
[Andrea Mazzoleni]

- Fixed DIP switches in the Midway Zeus games. [Brian Troha]

- Improved colors in Strike Bowling. [Jarek Burczynski]

- 4bpp/8bpp tilemaps in ST-0016 driver [Tomasz Slanina]

- Hooked up NVRAM for Namco system 12 correctly. [smf]

- Improved QSound in ZN games by fixing ROM loading. [Barry Rodewald]


Changes to the main program:
----------------------------

- Fixed subtle behavior in the ALLPOT handlers for the POKEY when held
in reset. [MikeJ]

- Added generic support for save states on games using the generic bitmap
video hardware. Also converted a number of drivers over to using that
system. [Andrew Gardner]

- Fixed memory crash in the TMS34010 core. [Andrea Mazzoleni]

- Fixed the mixer code so it doesn't crash if the OSD layer returns an
error. [Andrea Mazzoleni]

- Fixed an issue in the H8/3002 core where the timer start register would
mess up timers that were already running. Improves the music tempo for
S12 games.

- Added new function: compute_resistor_net_outputs() in res_net.h. This
function calculates outputs (not weights) of color circuits where the
hardware consists of open collector PROMs. [Jarek Burczynski]

- Preliminary NEC V810 core (needed for mayjinsen, mayjinsen2 and jsk).
[Thomasz Slanina]

- Fixed several compilation issues for LinuxPPC and other ports.
[Lawrence Gold]

- Fixed disassembly in mirrored regions for the 6502. [Curt Coder]

- Improved i386 disassembly format. [Ville Linde]

- Removed PORT_CENTER from drivers that were using it for autocentering
and added a user-configurable autocentering property that applies to
all absolute analog controls. Also made this autocentering intelligent
so that it shouldn't need to be manually set to 0 if using a real
analog device. [Aaron Giles]

- Fixed mame_fprintf to output various text file formats based on the
compile-time define CRLF. This must be set and can be equal to 1 (CR
only), 2 (LF only) or 3 (CR+LF). [Aaron Giles]

- Fixed several bugs in the new input system and improved the CFG file
format. [Aaron Giles]


New Games supported or promoted from GAME_NOT_WORKING status:
-------------------------------------------------------------
Rabbit [David Haywood]
Mayjinsen 2 [Tomasz Slanina]
Zupapa!
Sengoku 3
beatmania 6th MIX (ver JA-A)


New Clones supported or promoted from GAME_NOT_WORKING status:
--------------------------------------------------------------
Mille Miglia 2: Great 1000 Miles Rally (95/05/24) [David Haywood]
Last Fortress - Toride (German) [David Haywood]
Bloxeed (US, C System) [Arzeno Fabrice]
Rad Rally (US) [Arzeno Fabrice]
Dunk Mania (DM2/VER.C) [R. Belmont]
High Impact Football (rev LA4 02/04/91) [Brian Troha]
Flashgal (set 2) [f205v]
Gals Panic (set 3) [Paul Priest]


New Non-Working games / clones supported
----------------------------------------
Harem [Pierpaolo Prazzoli]
Altered Beast (8571 protected) [Arzeno Fabrice]
Jyuohki (Japan, 8571 protected) [Arzeno Fabrice]
Virtual Bowling [David Haywood]
Champion List II [David Haywood]
Long Hu Bang [David Haywood]
Xing Yen Man Guan [David Haywood]
Chuugokuryuu (Japan) [David Haywood]
Puzzle Star [David Haywood]



0.84u4
------

WARNING: There have been some major internal changes as of this build.
Furthermore, the controller.ini support is temporarily disabled. Any
other input-related bugs, please report to www.mametesters.org.

WARNING: Because of the extension to 32-bits, all existing INP files
are invalid. MAME now writes 4 bytes per INP entry instead of 2.


Changes to the main program:
----------------------------

- Added a number of commented-out default strings and modified all drivers
to use them. [Aaron Giles]

- Changed the format of .cfg files to use XML. All old .cfg files are useless,
just toss them away. This should allow for easier backwards compatibility
in the future. [Aaron Giles]

- MAME now requires the expat library for XML support. This is included in the
distribution, and is built automatically by default. You can comment out
BUILD_EXPAT in the main makefile to disable this behavior and link against
a precompiled version if you wish. Similarly, zlib has been modified to do
the same thing and is now included with the MAME source. Comment out the
BUILD_ZLIB flag to turn off this behavior and link against a precompiled
lib. [Aaron Giles]

- Revamped most of the input and input port system. This means a number of
changes for those who do their own OSD layer. All input APIs are now
unified -- there is no notion of "keyboard" versus "joystick" anymore. The
following APIs are now obsolete:

osd_get_key_list
osd_is_key_pressed
osd_get_joy_list
osd_is_joy_pressed
osd_is_joystick_axis_code
osd_lightgun_read
osd_trak_read
osd_analogjoy_read
osd_customize_inputport_defaults

Instead there is a new set of simpler APIs:

osd_get_code_list
osd_get_code_value
osd_customize_inputport_list

The code list returned by osd_get_code_list should include entries for every
keyboard key, every joystick and mouse button, digital versions of joystick
analog axes (e.g., joystick X axis up), as well as entries for analog axes on
joysticks, mice, lightguns, etc. Essentially any input you wish to expose to
the user should be added to this list. Note that if you add items to this
list that don't map to the standard defaults, you must specify one of:
CODE_OTHER_DIGITAL, CODE_OTHER_ANALOG_ABSOLUTE, or CODE_OTHER_ANALOG_RELATIVE
to indicate what type of input you are providing.

osd_get_code_value is then later called to retrieve the value for a given
code. Digital inputs should return either 0 or 1. Absolute analog inputs
should return values between ANALOG_VALUE_MIN (-65536) and ANALOG_VALUE_MAX
(65536). Relative analog inputs should return values that approximately
scale to 512 units per pixel (e.g., an X axis moving left 4 pixels should
return -4*512 = -2048).

Finally, osd_customize_inputport_list replaces osd_customize_inputport_defaults
and allows you to add any OSD-specific UI input ports, as well as mess with
the default configuration. Note that at this time, the controller.ini file
support is currently disabled in the Windows build. [Aaron Giles]

- The configuration of ports has changed a bit now as well. You can now map
any analog axis to an analog port in the standard input UI. There are now
three entries per analog port. The first entry is the analog mapping. The
second and third control the digital decrementing and incrementing
sequences. To map an analog axis, just hit ENTER and then move the axis
in question by a large amount. [Aaron Giles]

- Added 32-bit port read handlers, and extended input port internals to 32 bits.
[Aaron Giles]


ps:reeeeeeeeee ta raiden ksehasate reeeeeeee :twisted: :twisted: :twisted: :twisted: :twisted: :D :D
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BraiNKilleR
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Δημοσίευση από BraiNKilleR »

Η αλλιώς Mame "Ο Aaron tα ξανάκανε άνω κάτω" released ;)
BraiNKilleR
http://www.mame.gr
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pepinos
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Εγγραφή: 11 Μάιος 2004 01:48

Δημοσίευση από pepinos »

ποσο τις %πιθανοτητες εχουμε να δουμε καποια raiden games emulated μεχρι τελους καλοκαιριου?

και ποσο τις % πιθανοτητες εχουμε να δουμε καποια raiden games emulated μεχρι τελους του χρονου?
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Maddog
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Εγγραφή: 26 Μάιος 2004 14:44
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Δημοσίευση από Maddog »

ποσο τις %πιθανοτητες εχουμε να δουμε καποια raiden games emulated μεχρι τελους καλοκαιριου?

και ποσο τις % πιθανοτητες εχουμε να δουμε καποια raiden games emulated μεχρι τελους του χρονου?
Αυτό κανείς δεν το ξέρει με βεβαιότητα...πιστεύω περισσότερο από 0% πάντως.
ps:reeeeeeeeee ta raiden ksehasate reeeeeeee
Αυτό πάντως είναι λάθος: (από το -λίαν πρόσφατο- whatsnew του 0.84u3)
- Several Seibu SPI fixes. [Ville Linde]
* Removed all remaining sound hacks
* Added some missing i386 opcodes
* Added support for external read/write handlers to
the YMF271 (required for SPI flash ROM updating mode).
* Hooked up flash ROMs via the new YMF271 support.
* Fixed various crash bugs in rf2_us, rf2_2k, and
rf2_eur.
Καί από το WIP page του Ville Linde http://www.mameworld.net/vlinde/ με ημερομηνία 26/7/04:
I've been mostly working on the SPI games lately (see 0.84u3). No user-visible changes though.
Όπως βλέπετε, το δουλεύει κάποιος το ζήτημα, οπότε ελπίδες υπάρχουν. Για όσους δεν κατάλαβαν τι εννοώ, το seibuspi.c είναι ο driver πάνω στον οποίο πατάνε τα Raiden Fighters 1+2. Υπομονή, κάτι πάει να γίνει...
Παππού όλος ο κόσμος ανησυχεί μήπως η σχέση σου με την πιτσιρίκα αποβεί μοιραία.
-Τι να κάνουμε παιδί μου...αν πεθάνει - πέθανε...
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pepinos
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Εγγραφή: 11 Μάιος 2004 01:48

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Maddog

εαν μεχρι το τελος του χρονου εχουμε καποια raiden playable

θα σου αναψω μια λαμπαδα ισα με το μποι σου :D :D :D :D
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pepinos
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Εγγραφή: 11 Μάιος 2004 01:48

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Maddog

brainkiller

η οποιοσδηποτε αλλος γνωριζει κανενα link στο οποιο να μπορει καποιος να κατεβασει το mame32v0.72

για το λογο οτι στο συγκεκριμενο emulator καποια παιχνιδια παιζουν γρηγοροτερα απο την τωρινη εκδοση?

ευχαριστω
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Whacker
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Δημοσίευση από Whacker »

Εδώ μπορείς να βρεις το MAME (non-gui) version. Ως γνωστόν, υπάρχει ιστορικό αρχείο για όλα τα releases έστω και αν δεν 'φαίνονται' online στο official MAME site. Όσο για το MAME32 0.72 είναι διαθέσιμο από εδώ.
-Έτοιμο το compile;
-Ναι...
-Σβήσε και ξανάρχισε, βγήκε νέο update!
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Whacker
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Δημοσίευση από Whacker »

Ο John IV έκανε update το latest ΜΑΜΕ32 UI να είναι συμβατό με τις τελευταίες αλλαγές του Aaron. Enjoy!
-Έτοιμο το compile;
-Ναι...
-Σβήσε και ξανάρχισε, βγήκε νέο update!
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pepinos
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Εγγραφή: 11 Μάιος 2004 01:48

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thanks Whacker για την βοηθεια
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Whacker
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Δημοσίευση από Whacker »

Anytime, pepino.
-Έτοιμο το compile;
-Ναι...
-Σβήσε και ξανάρχισε, βγήκε νέο update!
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