主题 : [新闻]MAME 0.91 (Multi Arcade)
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楼主  发表于: 2005-01-30 09:11

[新闻]MAME 0.91 (Multi Arcade)

mame 0.91的版本,

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沙发  发表于: 2005-01-30 09:12

whatnew
0.91
----

Fixed pengo (was broken in u4) [smf]

Increased interleave in megasys1 driver, fixing speed in avspirit [David Haywood]

Fixed a problem in palette_get_color() causing an incorrect value to be returned
in some specific cases [Nicola Salmoria]

Fixed kaneko16.c which was broken in u4 [Sebastien Volpe]

Debugger enhancements [Nathan Woods]
     src/debug/debugcmd.c:
     src/debug/debugcpu.c:
     src/debug/debugcpu.h:
     src/debug/debughlp.c:
     src/debug/debugvw.c:
        - Adds a 'source' command, that reads in a set of debugger commands
          similar to the UNIX shell command of the same name
        - Added a debug_trace_printf() call, for use during debugging to
          emit text into a trace file
        - Petty compiler warning fixes

Kludged reset in Crystal System so it no longer crashes Mame [ElSemi]

Memory System update with improved mirroring support [Aaron Giles]

Removed obsolete orientation code from tilemap code and drivers [Aaron Giles]

Sega update [Aaron Giles]
     segas16a:
     * added proper mirroring for the memory map (needs my memory update)
     * fixed sense of Time Scanner cocktail DIP
     * fixed SDI
     
     segas16b:
     * fixed sense of Time Scanner cocktail DIP
     * fixed SDI
     
     machine/segaic16:
     * added support for 3 multiply chips and 3 divide chips
     * fixed timer/compare chip implementation to match real PCB

     vidhrdw/segaic16:
     * added tilemap flipping support
     * added sprite flipping support for 16A and 16B sprites

Changed outrun and outruna to use a better set of GFX roms [David Haywood]

Fixed some NeoGeo G FX bugs [A nonymous]

Fixed some vasara2 dipswitch text [Mamesick]

Fixed popeye crash + water colour [Nicola Salmoria]

Fixed vs. Wrecking Crew colours [Roberto Gandola]

Improved workaround for hang bug in tnzs [Nicola Salmoria]

Improvements to PPC core / Model 3 driver [Ville Linde]
     some step 2.0 games now show something
     
MC68HC11 CPU core [Ville Linde]

Lethal Enforcers update [R.Belmont]
     Fixes/resolves:
     - Both versions now boot and run
     - Tilemaps and sprites display
     - Sound now works
     - Memory maps unified
     - All digital inputs added (including DIPs)

     Still to do:
     - Colors
     - Gun inputs
     - Tilemap enable/disable
     - Priorities
     - K054000 protection chip hookup

New Games / Clones supported or promoted from GAME_NOT_WORKING status:
----------------------------------------------------------------------

Dacholer [Pierpaolo Prazzoli]
Kick Boy [Pierpaolo Prazzoli]
     both are missing proms (causes bad colours) and lack sound

clones
------

Clash Road (Status License) [Steve Rice, Pierpaolo Prazzoli]
Golden Axe RODA (Japan) [Tormod Tjaberg]
Thunder Cross (World?) [Andreas Thors閚]
PushMan (Korea) [Andreas Thors閚]

New games marked as GAME_NOT_WORKING
------------------------------------

Tarzan (IGS)
     no work been done on it, might be gambling

Magical Tetris Challenge
Eleven Beat
     these are n64 based, skeleton driver only with board layouts, maybe
     more useful to n64 emulator authors.

See See Find Out [Tomasz Slanina]
     mostly ok, but sometimes pauses


0.90u4
------

Sega Update [Aaron Giles]
     drivers/segahang.c:
     * connected rowscroll/colscroll controls, though I don't think anyone uses them
     * upped YM2151 mixing volume, as suggested by Arbee
     * made all the 6844 dumps verified
     
     drivers/segaorun.c:
     * noted that the break LED no longer functions
     * upped YM2151 mixing volume

     drivers/segas16a.c:
     * improved the way custom I/O controls work internally
     * rewrote the N7751 path so that it is properly triggered and better described
     * added support for mjleague controls
     * added support for sjryukoa controls
     * hooked up DIP switches for timescna
     * connected up the watchdog (some games use it, some don't)
     * removed unused controls from all games' input lists
     * upped YM2151 mixing volume

     drivers/sega16b.c:
     * improved the way custom I/O controls work internally
     * added support for sjryuko controls
     * hooked up DIP switches for timescn
     * upped YM2151 mixing volume

     drivers/segas18.c:
     * added P3 start button to desertbr
     * included 317-0184 dump in ddcrewb

     drivers/segaxbd.c:
     * upped YM2151 mixing volume
     
     vidhrdw/segaic16.c:
     * cleaned up tilemap handling using the new user_data feature
     * added pixel-accurate scaling to System 16B sprites
     * based on this knowledge, tweaked Hang On, Space Harrier, and 16A sprite systems
     * fixed documentation on Hang On/Space Harrier road chip

     vidhrdw/segas18.c:
     * fixed memory leak

FD1089 update [Nicola Salmoria, Charles MacDonald]
     Improved decryption logic
     Added complete table for Enduro Racer
     Added more data to Super Hang On Table

Increased the amount of adjustable memory banks from 24 to 32. [Nathan Woods]

ST-V Update [Angelo Salese]

     -Started to work with the A-Bus protection,it is a sort of data transfer with the
      cartridge area,more info in the stv.c file.
      Current implementation just fixes character selection screens in sss,I will work out
      about this one in the future,it has various "interesting" issues which was thought
      to be emulation probs(i.e booting in rsgun,textures in elandore etc.).
     
     -Added a preliminary timer 1 irq handling,it fixes pblbeach booting but it doesn't
      work yet because of incomplete VDP-1 emulation.
     
     -Noticed that ignoring VDP-1 long word access read by SH-2 isn't correct and not
      needed (because sss is protected rather than using an illegal procedure),it was
      causing wrong graphics in fhboxers & boot errors in pblbeach,reversed it back to
      default.

Added missing Player 2 controls to Space War (Leijac) [Steve Ellenoff]      

Pacman Driver Update [Dave Widel]
     Sets added:
     
     jumpshtp: prototype from PokeMAME
     vanvanb: bootleg but it looks earlier.
     sprglobp: Not sure if this is the official set, or an accidental merged set with
            the glob.
     ctrpllrp: I consider this sig. since it came in it's own cab, and they did change
            some of the music.

     Other changes:
     
     Added full memory map, this should fix the ending of Ms Pac.
     Added a jumpshot dip.
     I didn't remove any sets, but I mentioned which of them are junk imo and why.

Pacman Driver Update [smf]
     * pacman/pengo/jrpacman use the same tile/sprite decode, palette decode & sprite
      rendering
     * renamed pengo sound & video hardware to pacman as it was used their first.
     * converted to use tilemaps
     * merged memory maps
     * added rom mirroring to pacman & moved any game that needs another rom into
      another map.
     * tidied up the mirroring in the S2650 games.
     * grouped the GAME() lines by hardware and then year.
     * moved jrpacmbl back into pengo.c

Emulated protection in Golden Axe ROTD [Charles MacDonald, David Haywood]

Fixed 65816 dasm error [Nathan Woods]

Minor Debugger Fix [Nathan Woods]
     Removed the VK_HOME and VK_END cases for the WM_KEYDOWN event. As far as I can
     tell, the default action does the trick, and additionally, Shift+Home and
     Shift+End are also handled correctly.

Added standard set of Mahjong Inputs [Aaron Giles]

Arcadia Update [Mariusz Wojcieszek]
     - changed driver to use multi bios setup
     - added support for TenPlay bios (from 10 games board)
     - added proper Kickstart 1.3 image (256k instead of 512k)
     - reverted ar_sdwr to 0.5MB chip ram, and made blitter to discard
      writes above chip ram

Operation Thunderbolt Update [Nicola Salmoria]
     - verified and coumented from schematics
     - emulated external volume and panning control
     - added othundrj (region byte change)
     - fixed garbage graphics on startup with a kludge (othunder074u1gre)
     - also fixed wrong plane graphics at the end of the game (othunder074u1gre3)
      but I have no idea how! I completed the game three times and it's not doing
      it anymore.

Tilemap Update [Aaron Giles]
     Added a user_data field for tilemaps. You can call tilemap_set_user_data() to
     set this field internally in the tilemaps. Before rendering, this value will
     be copied into the (new) global tile_info.user_data field, so that your
     tilemap callback can use it

Kaneko update in preparation for data from Blood Warriors [Sebastien Volpe]

Preliminary decryption of Shisensho II [Pierpaolo Prazzoli]
     note: still being worked on

Erotictac driver update [Tomasz Slanina]
     Few changes to video hw and interrupts.
     Added timer.
     Gameplay speed should be ok now, as well as title animation
     and attract mode speed.
     Added few notes about sound.

New Games / Clones supported or promoted from GAME_NOT_WORKING status:
----------------------------------------------------------------------

Sukeban Jansi Ryuko [Aaron Giles]

clones
------

Shot Rider (new parent, without Sigma license) [Pierpaolo Prazzoli]
Jump Shot Engineering Sample [PokeMAME]
Van Van Car (bootleg) [Dave Widel]
Super Glob (pacman HW) [Dave Widel]
Caterpillar Pacman [Dave Widel]
DD Crew (Euro, 2 players) [Andreas Thorsen, Thierry]
Operation Thunderbolt (Japan) [Nicola Salmoria]


0.90u3
------

Sega Update [Aaron Giles]
     Changes:
     - hangon, sharrier, and enduror now have accurate road and sprite scaling
     - renamed shangonb to shangupb to indicate it is an upgrade bootleg
     - added Gerald's latest Super Hang On sets as shangonb, shangonc
     - fixed graphics in Sukeban Jansi Ryuko (both versions), but no controls yet

Added support for a new command line parameter, -screen, that specifies which screen
to draw on (if the user has more than one) [Chris Kirmse]

Sound Updates [Derrick Renaud]

     * Added filtering circuit to sound\namco52.c and
     converted it to stream based.
     * bosco, galaga, polepos, xevious - added proper
     filters to Namco52 sample player. Adjusted relative
     effect volumes per schematics.
     * polepos - added proper filters to engine sound.
     * fixed gain in asteroids etc. broken in 0.90
     * montecar - added proper filter to crash sound
     * bsktball - converted to component value code
     * abaseb   - corrected component values for crowd
      filter
     
Removed Starfield in Tazzmania bootleg (it doesn't have one) [Pierpaolo Prazzoli]

Added conditional dips to Battle Garrega [Barry Rodewald]

Arcadia Update [Mariusz Wojcieszek]
     - changed video update to be scanline based
     - improved sprites rendering, fixed sprite clipping
     - added hold-and-modify display mode
     - changed ar_sdwr to use 1MB chip ram, this needs more investigation

Fixed Vrender0 sound broken in u2 [Lawrence Gold]

Fixed some PPC core compiler warnings [Lawrence Gold]

Added some missing SHA1s [Steve Ellenoff]

Cleanups in the Rastan driver, derived from schematics [Nicola Salmoria]
     ADPCM is now played through a MSM5205

New Games / Clones supported or promoted from GAME_NOT_WORKING status:
----------------------------------------------------------------------

Erotictac [Tomasz Slanina (colour fix by Nicola Salmoria)]
     runs at incorrect speed, some gfx issues

SportTime Table Hockey (Arcadia) [Mariusz Wojcieszek]
Sidewinder (Arcadia) [Mariusz Wojcieszek]
Space Ranger (Arcadia) [Mariusz Wojcieszek]

clones
------

Top Racer (set 3) [Steve Ellenoff]
Ant Eater (GB set) [Pierpaolo Prazzoli]
Super Hang On (2 new sets) [Aaron Giles]
Great 1000 Mile Rally 2 USA [David Haywood]
Neogeo Bios (Japan S1)


0.90u2
------

Fixed colours in Battle City [Roberto Gandola]

Slight change to the Arcadia Driver [Nathan Woods]
     src/drivers/arcadia.c:
     src/includes/amiga.h:
     src/machine/amiga.c:
     - Refactors code specific to the Arcadia arcade system and the Amiga
     computer out of src/machine/amiga.c into callbacks. This allowed me to
     get rid of all #ifdef MESS code out of src/machine/amiga.c

ST-V updates [Angelo Salese]
     -Fixed a bug with the VDP-1 ram reading,
      SH-2 can do byte or word access, it's implicit that can't do long word access.
      This fixes the Steep Slope Sliders booting so the game now works.
     -VDP-1 PTM's "draw by request" was actually causing sprites to flicker in
      kiwames,reversed back to old implementation until I or somebody else understand
      what the current issue is (clear_framebuffer?)
     -Finished the game header update,let me know if you like/don't like the system
      used for the description of the games.
     -fixed a ST-V visible area incorrectness which was causing Virtual Mahjong 2 to
      crash after the sound ram check
     -fixed a window effect bug in Double-density interlace mode,this fixes some
      graphics in vmahjong & myfairld.
     -Guessed a bitmap positioning issue in double-density interlace mode,this fixes
      the NBG1 positioning in myfairld.
     -My Fair Lady now works but only with sound disabled.I have not removed the
      NOT_WORKING status due to that.

New Sound Functionality [Derrick Renaud]
     Took Frank Palazzolo's DISCRETE_FILTER2 code and made it work outside of the
     discrete system.
     See sound\filter.h for new functions.

     Added op-amp bandpass filtering circuit to sound\namco54.c

     Game Driver Changes
     * bosco, galaga, polepos, xevious - added proper filters to new Namco54 noise
      source.

Fixed Priority bug in Kid Niki and fixed crash on last level [Nicola Salmoria]

Fixed Priority in Lot Lot [Pierpaolo Prazzoli]

Decrypted Sukeban Jansi Ryuko [Nicola Salmoria]

ARM7 CPU core [Steve Ellenoff]

G65816 CPU core patch [Nathan Woods]
     src/cpu/g65816/g65816.c:
     src/cpu/g65816/g65816.h:
     src/cpu/g65816/g65816ds.c:
     src/cpu/g65816/g65816ds.h:
     src/cpu/g65816/g65816op.h:
     - Cleaned up the code a bit; make some functions static and added
     step over/out support to the disassembler.

fixed 6809dasm.c compile warning [Hans de Goede]

Model 3 Updates [Ville Linde]
     PowerPC core:
     - Better interrupt handling. Nested interrupts work properly.
     - Some support for PPC602
     - Major bugfixes
     - Added some unimplemented opcodes

     53c810 SCSI:
     - Fixed single-stepping mode DMA
     - Added memory moves and DMA callback

     Model 3:
     - Added Epson RTC-72421 emulation
     - Preliminary polygon emulation
     - Preliminary (not working yet) sound emulation
     - Too much to list :) Most Step 1.x games show
     something now, up to and including full 3D.

Fixed multiple port recording [Chad Hurwitz]

Fixed several compile warnings [Lawrence Gold]

upgraded to zlib 1.2.2 [Santeri Saarimaa]

added unused proms to Crystal Castles [Santeri Saarimaa]

New Games / Clones supported or promoted from GAME_NOT_WORKING status:
----------------------------------------------------------------------

Winning Spike (EAA version) [Fabrice Arzeno]

(maybe others as some of the Model 3 games such as vs215 work quite well)

0.90u1
------

Thanks to Pierpaolo Prazzoli (Reip) for putting together the 0.90 release while I was away

General Improvements
--------------------

FD1089 decryption [Nicola Salmoria, Charles MacDonald]
     - 100% accurate emulation of FD1089A, FD1089B should be considered 99%
     because it will have to be verified with other CPUs (it is 100% for all
     currently supported games).

     - complete tables provided by Charles MacDonald for 317-0018 (Action
     Fighter), 317-0022 (Dunk Shot), 317-0168 (Aurail).

     - partial tables derived by comparison with the unencrypted versions for
     Enduro Racer, Alex Kidd, 317-0024 (Time Scanner), 317-0033 (Alien Syndrome,
     3 versions), 317-0027 (SDI). (actual working cpus are needed to obtain full
     tables)

Big Sega Update [Aaron Giles]
     * dunkshot graphics correct, controls hooked up
     * sdioj controls hooked up
     * timescna sprites fixed
     * shangona, shangnle now playable
     * toutrun road fixed
     * all memory mapping code unified and moved into machine/segaic16.c
     * all tilemap, sprite, and road code unified and moved into
      vidhrdw/segaic16.c
     * improved documentation on the various register layouts on the video side

     Note that in the process, I broke the title screen animation for Laser
     Ghost, and there is now a 1-pixel column error on ddcrew's attract mode.
     These are known issues that I will try to address soon.

Some ST-V fixes which allow seabass to run [Angelo Salese]

Taken out the resource file from the windows objs when UI=1 (for MAME32) [Chris Kirmse]

Improved Polaris sound (real board differs from Schematics) [Derrick Renaud]

Fixed cloud scroll direction in Polaris [Pierpaolo Prazzoli]

Fixed enigma2 colours [Pierpaolo Prazzoli]

Fixed the m6509 core to appease the new compiler. [Nathan Woods]

Arcadia Update [Mariusz Wojcieszek]
     - fixed DMACON register writing
     - added horizontal scrolling for playfield
     - improved coin handling
     - fixed area filling mode in blitter
     - kludged ar_dart to work (addind sound emulation shoud make kludge
     obsolete)
     - fixed attached sprites rendering
     - fixed CIA registers reading
     - improved vblank/video update timing

Changed rom loading for mt_gng [David Haywood]

New Games / Clones supported or promoted from GAME_NOT_WORKING status:
----------------------------------------------------------------------

Merlins Money Maze [Pierpaolo Prazzoli]
     maybe impossible to win?

Spot (Arcadia) [Mariusz Wojcieszek]
Magic Johnson's Fast Break (Arcadia) [Mariusz Wojcieszek]
World Darts (Arcadia) [Mariusz Wojcieszek]
Xenon (Arcadia) [Mariusz Wojcieszek]

Sea Bass Fishing [Angelo Salese]
     set to 1 player in system assignments menu

Dunk Shot [Nicola Salmoria, Charles MacDonald, Aaron Giles]
Action Fighter [Nicola Salmoria, Charles MacDonald, Aaron Giles]
     
Various Sega Sets [Nicola Salmoria, Charles MacDonald, Aaron Giles]
     sdioj, shangona, shangnle, alexkidd

Tazzmania (bootleg on Galaxian Hardware) [Pierpaolo Prazzoli]
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板凳  发表于: 2005-01-30 09:43

对不起,这几天工作太累,脑袋都不正常了……