Space Chaser:
- Fixed the missile sound so it goes faster as the missile speed increases, like the real machine did
- Patched the scoring bug in the Hard level
- Identified unknown dipswitches
- Fixed cocktail mode
Space Chaser (CV)
- Used the existing Discrete System for all sounds
- Removed IN0 as it is never referenced
- Identified and documented input cheats
- Removed diplocations from Player 2 inputs
- Added watchdog
- Added coin lockout
- Fixed cocktail mode
Lupin III
- Added music using discrete sound
- Used proper samples
- Added watchdog
- Added global sound enable
- Added coin lockout
- Fixed cocktail mode
JrPacman games
- Added "8" key to skip to the next level
invadsf
- Applied a Mametesters patch to fix the TILT error in Super Invaders
wmg (still not working)
- Fixed an error in the region names
- Added code for bankswitching and the hardware lock
- Added an empty function for the sound reset
Neogeo
- renamed various roms to align with MAME
- kf2k1pa - fixed corrupt text
Games Added
-----------
schaser - Space Chaser
schasrcv - Space Chaser (CV)
lupin3 - Lupin III
wbeast - Wriggly Beasties (a bootleg of War-of-Bug)
ppong2 - Dave Widel's Pong demo v2
pm4in1 - Pacman 4n1 Menu v1.0 (not working)
pm4in1a - Pacman 4n1 Menu v1.1
pm4in1b - Pacman 4n1 Menu v1.2
bombjckb - Bomb Jack Bootleg [thanks to EMMA]
3 September 2008 - SJK
----------------------
uBee512 v2.8.0
New for this release:
* SDL video rendering has seen some major changes, SW and HW video surfaces are now supported along with 8, 8gs (grey scale), 16 and 32 bits per pixel modes.
* Added --video-type option to select SW and HW video rendering modes.
* Added --video-depth option to select the colour depth.
* Added --mouse-wheel option to associate actions for wheel scroll events. The default action controls the volume level.
* Added --lockfix-win32 and --lockfix-x11 options. These allow the LOCK key work around code to be enabled or disabled for Win32 and x11 systems. (see changes below)
* Added mapping of joystick buttons to commands. Allows the joystick to pause emulation, switch full screen mode, etc. Used in the games.ini.sample file.
* Added --js-clist option to list the commands available for mapping to a joystick.
* Added --lcons option to set the list start point for --lcon and --lconw.
* Added uBee512 API functions to access arrays of strings set with --file-list and --file-list-q options.
* Added --gui-persist option to set persist times in milliseconds for values that appear on the status line.
* Added EMUKEY+UP and EMUKEY+DOWN volume control hot keys with the volume level displayed on the status line as a persist value '[vol nn%]'
* Added EMUKEY+P emulator pause hot key toggle and status display '[PAUSED]' when the emulator is paused.
* Added command repeat for EMUKEY and joystick activated commands when keys and buttons are held down.
* Added --cmd-repeat1 and --cmd-repeat2 options to set command repeat delays for EMUKEY and joystick activated commands.
* Added emulation of the RTC_A_UIP bit and implemented the Periodical interrupt for all 16 divider rates to the RTC module.
* Added display of '[DEBUG]' to status line when emulator is in debug mode.
* Added +vol argument parameter to --status options to always display.
Changes:
* The existing LOCK key fix code is now able to be enabled or disabled for Win32 and x11 systems. The Win32 defaults to enabled (as before). x11 now defaults to disabled. It appears as if x11 is set up differently between implementations for how the LOCK key should return the status value. If the lock key no longer operates as expected under x11 then try enabling the old work around code with --lockfix-x11=on.
* Standard colour model PROM (IC 7) values are now used.
* Changed the default colour monitor type to RGBrgb for standard colour.
* More host CPU time saved that should further improve sound quality.
* Writing to video memory now checks if the current and new values are different, no rewriting of the same data results in reduced host CPU time.
* Reduced overhead time for Alpha+ models when flashing video attributes are not enabled.
* Linux default frame rate changed to 50 FPS. Performance is very good.
* Modified --file-list and --file-list-q options to allow repeated use to build up an array of file strings for CP/M application use.
* New version of UBSCRIPT.COM (v1.1.0) takes advantage of the modified --file-list options. This now allows ample capability to upload all the required files for a CP/M application.
* New version of HOST2CPM.COM (v1.2.0) copies files to the host system using lower case file names. Upper case can be forced by appending a '-U' switch.
* Added joystick settings to all games in games.ini.sample where practical and made changes to the documentation, revised and fixed many of the game entries using the improved --files-list option.
* Changed --snd-volume, --vol to now take a percentage integer value. Default is now set to 15%.
* Changes to icon BMP format to allow RGB and RGBA pixel data.
* Improvements made to the RTC emulation module.
* Changed --js-kset option to now also be the current joystick key set.
* Debug stepping now has reduced host CPU time when not doing anything.
* Removed the 'use_audio' conditional compilation. Is always built in now.
Fixed:
* Standard BG colour intensity was not updating after a write to the colour port in vdu_colcont_w() function.
* Fixed --col-type option to set the colour type only if emulating a non-alpha+ model.
* Fixed standard colour bit order for background colours to convert from RGBrgb to BGRbgr order.
* rtc_poll() was not being called in pio_polling() function unless modelx.piob7 == MODPB7_RTC. The RTC is now polled if RTC emulation is enabled so that the RTC registers are kept updated.
* New version of UBSCRIPT.COM fixes a key issue in MW BASIC when starting a MWB program from the command line. This was making BASIC programs not return the correct result on the first key check and causing help screens, etc. to be skipped. (This appears to be a bug in MW BASIC)
** NOTICE ** This is beta version (unstable or buggy).
What's new for version 5.00 beta 13 (09/01/2008)
------------------------------------------------
- Fixed mapper 13 (Videomation).
- SaveRAM 6000h-7FFFh reset with 00h instead of FFh (mapper 16).
- Improved Game Genie support, still partial.
- Reduced the volume level when in stereo mode.
- General minor fixes and more minor GUI improvements.
0.9.6 -> 0.9.7
vdp1:
- Added clipping for line-based drawing to software renderer.
vdp2:
- Toggling a screen is now core indepedent.
- Added per-character priority to software renderer.
gtk port:
- Fixed fullscreen setting and added a keep ratio one.
- Fixed a bug in the vdp2 debugger that was causing the emu to crash.
- Full software mode can be compiled again.
- Fixed segfault when taking screenshots in full software mode.
- Fixed default value for region.
- Window position is now saved and restored when re-opening the emu.
- Fixed a problem when changing input cores.
qt port:
- Improved compilation process: make (un)install now works.
- Fix crash when configuring input while using translated version.
windows port:
- Changed resolution list generation so it adds the resolution to the list, regardless of whether it supports 60 hz or not.
- Fixed error when trying to add blank cheat code.
- Fixed all code that allowed the user to choose filename for saving so it automatically places a default extension.
- Save and Clear buttons are now enabled when loading a cheat file.
- Fixed a bug with AR code adding where it was tracking the wrong edit window.
- Fixed a bug when adding raw cheat codes.
- Fixed bugs in vdp1 debugger.
- Fixed a bug where saving/loading a save state and an error occured would cause sound looping.
- Scroll bar in memory editor now works properly when you move the thumb control.
- Added support for x64 builds in Visual Studio.
general:
- Fixed a bug that was causing older save states to fail.
Full changelog:
-Lag counter
-New hotkey:
"0": Lag Counter Reset
-Frame counter keeps going after the movie ends and it shows a "no movie" message
-Input display
-Fixed "Tab" hotkey function
-Other minor bug fixes
A Japanese SNES emulator for Windows, don’t worry though there is an English version as well, the news is also in English which is fortunate so let’s see what’s in it:
Quote:
* Fixed several freeze or instability bugs which are caused by some changes between beta4 and beta5.
* Ver 0.230 beta5 freeze in many titles, and it is fixed.
* Some minor bugs are fixed.
* Improved emulation accuracy.
* Added support for SPC7110 emulation.
The format of RTC file(.rtc) which includes time data of SPC7110/S-RTC
is compatible with bsnes.
SPC7110 emulation code is provided by byuu(bsnes author).
I thank him for his support and everything.
* Language files for beta6 is compatible with beta5, so you can use same language files for beta5 in beta6.
MAMETesters Bugs Fixed
----------------------
- 00228: [Graphics] sgladiat: Emulation is missing some enemy sprites
that are present on the pcb. (Nicola Salmoria)
- 02147: [Interface] Annoying behaviour of highlighted entries in
minimal UI (Aaron Giles)
- 02159: [Crash/Freeze] cubeqst: Cubequest crashes on ATI hardware
w/ prescale > 1 (Aaron Giles)
- 02035: [DIP/Input] gwarb: Guerrilla War bootleg doesn't need a
rotary joy (Nicola Salmoria)
- 00650: [DIP/Input] stv.c games: P1 and P2 Button 4 are duplicated.
(Fabio Priuli)
- 02154: [DIP/Input] ckongg: Coinage settings are wrong.
(Fabio Priuli)
- 02143: [Graphics] ozmawars, ozmawar2, solfight, spaceph: Streaks
and dashes appear on screen after playing awhile
(Fabio Priuli)
- 02142: [Sound] centipdb, magworm, millpac: No Sound (couriersud)
- 02150: [DIP/Input] spacegun: Missing crosshairs (Nicola Salmoria)
- 02144: [DIP/Input] ozmawars, ozmawar2, solfight, spaceph: DIP
settings for coinage are incorrect (Fabio Priuli)
- 02126: [Core] corrupt CHDs are reported as missing (Aaron Giles)
- 02133: [Misc.] chindrah: The title of Zhong Guo Long?(Hong Kong,
V011H) is Dong Fang Zhi Zhu(Hong Kong, V011H) (Aaron Giles)
- 02139: [Misc.] In audio/system16.c, there is a reference to
REGION_SOUND1 (Aaron Giles)
- 02138: [Cheat System] flamegun: Debugger/Cheat System upper case
cpu tag of MAIN doesn't work (Aaron Giles)
- 02110: [Side-by-side] All sets in cps3.c: video from a DV cam
proves the refresh rate of CPS3 in MAME is wrong (Aaron Giles)
- 02127: [Documentation] xymg: The game name should be Xing Yun Man
Guan and "Pin Yin:"should be omitted (Aaron Giles)
- 02136: [Interface] cubeqst: from minimal UI cubeqst requires the
optional CHD (Aaron Giles)
- 00869: [Graphics] ikari: The title screen and high score screen do
not have a black background, as MAME displays.
(Nicola Salmoria)
- 02135: [DIP/Input] rtypej: DIP Switch "Demo Sounds" is wrong
(Fabio Priuli)
- 00429: [Gameplay] fastlane: the random function of this doesn't work
well and always gives a "no bonus"... (ShimaPong)
Source Changes
--------------
Changed DIRECTINPUT & DIRECT3D handling, so they can be overridden by
environment variables. [smf]
Readded generic calls to install memory handlers that were in long
before 0.126u5 - these are useful on the MESS side for things like
the PC driver. [Nathan Woods]
HD63484 improvements: [robiza]
* fixed cpx and cpy when a ptn or a agcpy command is executed
* fixed for PTN command: copy direction and dot color
* first implementation of PAINT command (for now only 4bpp and 8bpp
supported and the pattern is not supported)
Cleaned up the discrete code and fixed discrete logging.
[Derrick Renaud]
Fixed handling of a number of static variables to avoid multisession
issues. [Atari Ace]
Moved FD1089 decryption keys to external files. [Atari Ace]
Changed 68000 IRQ support so that the IRQ lines explicitly simulate
a standard demux chip connected to the IRQ lines. This means that the
sequence:
now works as expected. This required fixes to several Atari and other
drivers. [Olivier Galibert]
Input port cleanup pass over drivers from N-V, leveraging
AM_READ_PORT, converting to full 32-bit inputs where suitable, using
CUSTOM_PORTs for EEPROM bits, etc. [Fabio Priuli]
Additional input port cleanups in the cps1, deco, pgm, psikyo, nbmj,
and jaleco drivers. [Fabio Priuli]
snk.c rewrite: [Nicola Salmoria]
- fixed sprite-sprite priorities
- TNK3, Athena, Fighting Golf, Country Club
- converted to tilemaps
- removed hacks
- proper memory maps
- screen flip / cocktail mode support
- DIP locations
- better implementation of sound CPU communication
- hooked sound CPU interrupts to YM chips
- fitegolf hax 1xYM3812, not 2xYM3526
- Ikari Warriors, Victory Road
- removed ROM patches
- simulated "hard flags" behaviour
- proper memory maps
- fixed ikarijp color test
- renamed dogosokj to dogosokb and loaded the correct palette PROMs
- inputs, dip locations, etc.
- removed NO_COCKTAIL flag since these games don't have a flip
screen dip switch
- Guerrilla War, Psycho Soldier, Chopper I, TouchDown Fever /
Fighting Soccer
- tilemaps
- proper memory map
- input, dip locations, etc.
- Bermuda Triangle / World Wars
- removed ROM patches
- simulated "turbo front" check
- renamed bermudao->bermudaj
- clarified the relationship between the four sets
- made World Wars a main set instead of a clone of Bermuda Triangle
- tliemaps, proper memory maps, inputs, etc.
- ASO
- moved from hal21.c to snk.c
- removed hacks, fixed bg color
- Gladiator
- moved from sgladiat.c to snk.c
- fixed shadows, visible area, tilemaps, inputs, etc.
- Jumping Cross
- moved from jcross.c to snk.c
- fixed fg layer and visible area
- the game seems to be ok now? is there still something wrong?
Added 8303 ROM to the games using it and updated MCU simulation to
match the new findings. [Nicola Salmoria]
Removed duplicate buttons in sf2hack. Promoted sf2m2 clone to
working. [robiza]
Added helper function devtag_get_device(machine, type, tag) to
retrieve the device_config for (type, tag). [couriersud]
Hooked up sound CPU comms in Power Instinct 2. This enables
synchronized dancing for the background characters. [ShimaPong]
Fixed bug when writing AVI files with more than one RIFF chunk.
Added missing chdman error messages when extracting to an AVI file.
[Aaron Giles]
Derived CPS2/CPS3 video timing based on measurements. These are
educated guesses. The logic behind the derivations is shown in the
source. [Aaron Giles]
Game-A-Tron gambling hardware updates: [Roberto Fresca]
- Added sound support to "Poker 4-1" and "Pull Tabs".
- Figured out the output ports. Documented each bit accessed.
- Added button lamps support. Created layouts for both games.
- Switched the 8255 port C to be used as output port.
- Adjusted the coin pulse timing.
- Updated technical notes.
- Splitted the driver to driver + video.
- Final clean-up.
Fixed problem that would cause the "Return To Prior Menu" menu item to
not stick if one is calling ui_menu_reset() with
UI_MENU_RESET_REMEMBER_POSITION, and that menu item is selected.
[Nathan Woods]
Added PR-8210 support to the ldplayer. Fixed step forward command on
the PR-8210. [Aaron Giles]
Changed Journey and Domino Man to 4-way joysticks. [John Rieman]
Added Discrete Sound for Starship 1. Still need to properly emulate
the MC3340. [Derrick Renaud]
Changed some decryptions in igs_blit.c to use program roms loaded
byteswapped. Decrypted Mahjong Man Guan Cai Shen, Mahjong Long
Hu Zheng Ba 2, Mahjong Shuang Long Qiang Zhu 2, and Mahjong Super
Da Man Guan 2. [Pierpaolo Prazzoli]
Added save state for discrete node->output to ensure that input nodes
save states. [couriersud]
Added a new generic latch device. Generic emulation of 74LS174/175,
74LS259 and other latches. Apart from providing synched latch
operation, these latches can be configured to read their input
bitwise from other devices as well and individual bits can be
connected to discrete nodes. Please see audio/dkong.c for examples.
[couriersud]
dkong & friends: Use new latch device [couriersud]
* adds new latch device where appropriate
* increased accuracy since now all main/sound cpu communications
are properly latched
* removed quite some code as a consequence
* minor cosmetic edits
Updated adp memory map. [robiza]
m4510 core fixes: [robiza]
- banking in read and write operations
- jsr and jsrx instruction
- fixed TSY instruction
zn.c improvements: [smf]
- Improved dip switch emulation, ram hacks to get games booting are
no longer required.
- Added gun emulation for judge dredd.
- Fixed judge dredd ide emulation when building with visual studio.
- Mapped primal rage 2 inputs
- Mapped player 3 & 4 inputs for 1 on 1 government, these are now
the default with the 6 button inputs only mapped for games that
need them.
- Converted AT28C16 to a device.
- Added preliminary support for devices to load/save nvram.
Added some initial logic to boot and run the PR-8210 ROM (i8049)
in ldplayer.c. Currently this is disabled behind a compile-time
switch. Once this is working, the plan is to incorporate this into
the existing PR-8210 emulation, but we're not there yet. [Aaron Giles]
Changed Trivia Quest clocks based on some really old information.
[Pierpaolo Prazzoli]
Added new function tilemap_set_pen_data_offset(). While this isn't
'free' as tilemap_set_palette_offset() is (when the offset changes,
the pixmap cache needs to be invalidated), it helps removing some
redundant code from drivers. Updated snk.c and snk68.c to take
advantage of the new function. [Nicola Salmoria]
Significant cleanup/rewrite of the MCS-48 CPU core:
* renamed from i8039 to mcs48
* changed to use data address space for internal RAM
* added internal memory maps for variants with internal RAM/ROM
* added a number of variants from documentation
* removed redundant and unused definitions from header file
* renamed constants and functions to be MCS48* prefixed
* re-verified all opcode behaviors and timing
* changed illegal opcodes to count 1 cycle to avoid infinite loops
* changed EA behavior so that it is a push from the driver instead of a pull on each opcode fetch
(this may change further in the future).
* reimplemented IRQ generation and timer behavior according to documentation
* updated all drivers accordingly
* fixed several uses of PULSE_LINE, which no longer works
SH4, Naomi, and Hikaru updates [Samuele Zannoli]
- Fixed SH-4 core to support multiple SH-4s
- Fixed LDCSR instruction
- Fixed SH-4 I/O ports
- Skeleton Hikaru driver with memory maps and both SH-4s
- Fixed JVS/Maple translation so Naomi 2 BIOS runs
Fixed Dip Switches and Inputs for 'jcross' and 'sgladiat'. [stephh]
Changed slider controls into a menu. For now, removed the old direct
access mechanism; instead, you must access the sliders via the main
menu. While in the menu, you can use the ~ key to turn off the menu
display and leave only the bar display, in order to see more of the
screen. [Aaron Giles]
Namco NB 1/2 work: [Olivier Galibert]
- Shares the memory with the c75.
- Renames the c75 region to c7x from user4.
- Implements the c75 reset/halt control.
- Implements the irqs more correctly.
Small optimization to memory handling for 68000 core.
[Christophe Jaillet]
Fixed input port confusion in the 8080bw driver. Connected AVGDVG
status bits via PORT_CUSTOM. [Fabio Priuli]
Updated stepper motor code to use a MAME-style config interface,
rather than a load of setting functions. Changed optic functions to
use clearly defined start and end points. Added standard layout for
Starpoint units used in many machines. Updated all affected drivers.
[James Wallace]
Removed useless backslashes lurking throughout the code. [Atari Ace]
Improvements to magic10.c driver: [Roberto Fresca]
- Added Magic's 10 version 16.15
- Remapped all inputs to match other poker games.
- Added a missing input to Magic's 10 games.
New games added or promoted from NOT_WORKING status
---------------------------------------------------
Aero Fighters Special (Tiawan) [smf]
Super Football Champ [smf]
Magical Date / Magical Date - dokidoki kokuhaku daisakusen [smf]
Fighters' Impact [smf]
Judge Dredd [smf]
New clones added
----------------
Top Skater (USA) [Gerald (COY)]
Ikari Warriors (US) [Corrado Tomaselli]
Magic's 10 (ver. 16.15) [Roberto Fresca]
2008/08/19 1.55 released
- In "Tengai Makyou - Fuuun Kabuki Den", the problem that ADPCM voice became
interrupted occasionally (generated from v1.49, processing that plays
ADPCM) was corrected.
- The speed and timing were brought close to a real machine more. In "21emon
Mezase Hoteru Ou", the problem that the message window flickered
occasionally (generated by a recent version) was solved.
- Additionally, a detailed part has been improved and corrected.
0.127 just realeased with support for Cube Quest, first laser game in MAME
Quote:
0.127
-----
MAMETesters Bugs Fixed
----------------------
- 02105: [Graphics] qbert and clones: Misplaced graphics.
(Aaron Giles)
- 02119: [Sound] cischeat, bigrun: no sound (Aaron Giles)
- 02121: [DIP/Input] reactor: input controls and startup tone
(Aaron Giles)
- 02116: [Graphics] all sets in cps2.c : corrupted graphics (robiza)
- 01992: [Crash/Freeze] timecrsa, timecris: SubCPU start wait fails
test (robiza)
- 02114: [Color/Palette] all sets in eolith.c: colors shifted to blue
(Fabio Priuli)
- 02115: [DIP/Input] berlwall, berlwalt: Player 1 inputs not working
(Fabio Priuli)
Source Changes
--------------
Converted adp to 4bpp rendering. [robiza]
Began implementing 68681 device in skattv. Improved hd63484 core to
support some initial graphics. [robiza]
Added correct CRCs for DOA2. [Guru]
Fixed graphics in cps2 games. [robiza]
Updated documentation in paradise.c: [Brian Troha]
- Added PCB layout for Torus & Mad Ball
- Corrected rom names and / or added U locations
Changed at28c16 memory handlers to 8 bits and perform the conversion
in the memory mapping. [smf]
Update the t5182.c documentation/pinout. [Lord Nightmare]
Magic10 updates: [Roberto Fresca]
- Simulated the co-processor to pass the initial test.
- All Inputs worked from the scratch.
- Fixed position of tilemap layers.
- Added scroll register preliminary support.
- Fixed Super Pool graphics.
Added save states to 65816 CPU. [R. Belmont]
SH-2 DRC updates: [R. Belmont]
- Moved IRQ handling front-end into recompiled code
- Added TSTM/ANDM/XORM instructions
- Added SH-1 CPU support, including lower precision on MAC.W and
locking out SH-2 only instructions
Split out SH-4 non-interpreter-specific stuff to sh4comn.c.
[R. Belmont]
Identified compatible timekeeper used by Midway Zeus II. Removed all
the timekeeper memory handlers, except for 8 bit & changed the drivers
to use the conversion built into the memory system. [smf]
Added new generic laserdisc VIDEO_UPDATE handler to the laserdisc code.
This handler works for both disc-only games and those with overlays.
For disc-only games, the base macro is sufficient. For games with
overlays, an additional set of configuration macros are provided:
MDRV_LASERDISC_OVERLAY - specifies update function, width, height,
and bitmap format of the overlay
MDRV_LASERDISC_OVERLAY_CLIP - specifies the visible area of the
overlay bitmap
MDRV_LASERDISC_OVERLAY_POSITION - specifies default x,y position
MDRV_LASERDISC_OVERLAY_SCALE - specifies default x,y scale factors
The update function provided to MDRV_LASERDISC_OVERLAY is identical to
a normal VIDEO_UPDATE callback, so a standard one can be used. All
existing laserdisc drivers have been updated to support this new
rendering mechanism, removing much duplicated code. [Aaron Giles]
Added the ability to configure the overlay position and scale
parameters at runtime. Added OSD menus to control them. Added logic
to save/restore the data in the game's configuration file.
[Aaron Giles]
Added new macros MDRV_LASERDISC_SCREEN_ADD_NTSC and _PAL, which
defines a standard screen with the correct video timing characteristics
and update function for laserdiscs. Updated all drivers to use these
macros instead of defining their own screens. [Aaron Giles]
Added DISK_REGIONS to all laserdisc drivers. [Aaron Giles]
Added DISK_IMAGE_READONLY_OPTIONAL to support games (like Cube Quest)
where the disk is non-essential to the game's operation. [Aaron Giles]
Fixed bug in identifying the custom sound driver for the laserdisc.
[Aaron Giles]
Updated ldverify to identify blank regions of the disc for post-
processing. [Aaron Giles]
Fixed rendering 16bpp with alpha using bilinear filters (fixes
screenshots of laserdisc games with overlays). [Aaron Giles]
Included support for parsing .gdi files in chdman. [ElSemi]
Added new driver for Cube Quest. This includes CPU cores for the three
bitslice processors, as well as laserdisc support for the hacked
laserdisc that was used to drive the games.
[Philip Bennett, Joe Magiera, Warren Ondras]
Updated cps1 to use proper gfx ROMs (+ PALs) for varthj, and to load
correct A-Board PALs for QSound games. [Nicola Salmoria]
Added address decode prom 5e to dkong3/dkong3j. [couriersud]
Reduced YM2612 DAC level relative to FM. This better matches real
hardware. [R. Belmont]
Added validity check to ensure that AM_READ_PORT() macros reference
valid ports. Fixed several cases where the check failed. [Aaron Giles]
Added new Guru readme for namcos22 driver. [Guru]
Added validity check to ensure that ports referenced by a condition
actually exist. Fixed a case where this was violated. [Aaron Giles]
Added DIP locations to dooyong.c. [Guy Hufkens]
Added cheat functions frombcd() and tobcd() to convert numbers to/from
BCD format. Changed "Activate" to "Set" in the menus. [Aaron Giles]
A couple of minor cleanups: [Oliver Stoenberg]
- removed obsolete ENABLE_DEBUGGER occurance
- removed more unprintable characters in SH-2 disassembler
- memset() usage cleanups
- removed duplicated TMS5110 entry in sound.mak
- use machine in uigfx.c where it's already available
Removed included "profiler.h" from files that do not use profiling
functions. [Christophe Jaillet]
New games added or promoted from NOT_WORKING status
---------------------------------------------------
Cube Quest [Philip Bennett, Joe Magiera, Warren Ondras]
WW III [Stefan Lindberg, Couriersud]
New clones added
----------------
Red Hawk (Haedong Corp.) [David Haywood, Tirino73 / Mame Italia]
Snow Bros. - Nick & Tom (Dooyong license) [Tirino73 / Mame Italia]
Shogun Warriors (Europe Rev.xx)(Kaneko 1992) [Pythagoras573]
New games marked as GAME_NOT_WORKING
------------------------------------
Hot Slot (ver 05.01) [Roberto Fresca]
Magic Colors (ver 1.7a) [Roberto Fresca]
I P M Invader (Incomplete Dump) [unknown dumper, Couriersud]
Astro Wars [MASH]
After a period of silence from Cxbx, blueshogun96 shared the following at Generalemu.net, along with a repository update featuring his private changes over the past year. Quoting blueshogun on that:
blueshogun96 Wrote:
I finally got a chance to upload my branch to the SVN yesterday. The update includes the changes I've added over the past year. I never had a chance to do this until now. Beware that builds from this branch are still beta and hence not stable enough for a release of any kind. Use them at your own discression.
Now for the changes:
Increased support for SDK 4627 and all of it's "relatives"
A minor increase in compatibility for commercial games.
Started support for DirectSound3D (Highly unstable, not yet fully functional and can cause crashes). Must be enabled in the source prior to compiling.
Support for many new texture formats.
Fixed some issues with apps that use DirectMusic. Timing is still inaccurate!
Added multiple new kernel functions.
Fixed some SDK 4721 and 4928 "oddities" with certain APIs
Possibly more things I can't remember.
Some other things that need to be done:
EmuIDirect3DDevice8_GetProjectionViewportMatrix was added, but needs verification.
The hex values of some D3DFMTs can change from one SDK to the next. Easy to add, but I always forget
Add support for multiple thread notifications. This will fix one problem with Blood Wake.
Add a more SDK 5558 API support so that BattleStar Gakactica NTSC version.
The shader parsing code really needs to be updated.
Incomplete NtCreateFile emulation code is STILL giving us major problems (false dirty disc errors)!