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Mame .84 - Whats new

Posted: Fri Jul 02, 2004 12:21 pm
by DRN
0.84
----

MAME Testers bugs fixed (there are probably more)
-----------------------
mouja059yel [Hau]
rimrockn057yel [Aaron Giles]


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

- Improved sound in the Metro games. [Hau]

- Correct clock speed for Head On (Irem). [Guru]

- Fixed intro in Gaiapolis. [R. Belmont]

- Fix Red Robin [MASH]

- ZN updates [smf]
added japanese translations of magical date title.
fixed sfchamp/sfchampj parent/clone relationship
emulates taitofx1 watchdog properly
fixed system 11 nvram hookup
added a kludge to start sonic wings ltd in attract mode
fixed some issues with vertical display start/end registers
added horizontal start/send register emulation
fixed sound in qsound games

- Added vertical flip to the sprites in Dragon Bowl. [Pierpaolo Prazzoli]

- Some cleanups/renaming in the PGM driver. [David Haywood]

- Cleaned up the itech8 driver, now using new memory maps and standard VIA
support. [Aaron Giles]

- Factored machine/turbo.c into two parts, one containing all the sound code.
Includes some very crude attempts at making the beeps discrete. [Aaron Giles]

- Added some newly discovered PIC IDs to the Seattle driver. [Aaron Giles]

- Fixed the Speaker Puncturing Unit in the PSX games. [darkcoder]

- Fixed the SPU/CDDA volume balance in the konamigv games. [R. Belmont]

- Fixed sound clock frequency for Zero Point 1. [El Condor]

- Added missing SHA1 checksums to several ROMsets. [Logiqx]

- Fixed Super Pacman DIP switches. [Pierpaolo Prazzoli]

- Fixed improper use of memcpy in the Sega C2 driver. [Andrea Mazzoleni]

- Added cocktail support to Super Stingray and Kyros, and coin counters to
The Next Space. [Pierpaolo Prazzoli]

- Fixed the trackball & tidied up the flash load/save in Simpsons Bowling. [smf]

- Some minor NeoGeo and Super Kaneko Nova rendering speedups. [Carlos Santillan]

- Many improvements to Jackie Chan, but still not playable. [Sebastien Volpe, David Haywood]

- Several PSX SPU improvements. [smf]
added pio spu ram writes.
fixed status register read/write.
internal mixer clamps output to 16 bits to fix distortion.
state saves all registers.
removed the need for casts by making the decoded sample buffer signed.
dma read/writes are limited to the spu ram

- Improved DIP switches in LSA Squad, Whizz, Chase HQ, and SCI. [Brian Troha]

- Fixed save/restore crash in the YM2610 emulation. [Blip]

- Improved DIP switches in Rim Rockin' Basketball. [Brian Troha]

- Fixed several endian issues in the PSX-related drivers. [R. Belmont, smf]

- Improved PSX root counters. [smf]

- Improved YMF271C sound quality. [Toshiaki Nijiura]


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

- A number of obsolete backward compatibility macros have been removed. [Aaron Giles]
See this list for the equivalents if you have a driver that is using them:

cpu_set_reset_line -> cpunum_set_input_line
cpu_set_halt_line -> cpunum_set_input_line
cpu_set_irq_line -> cpunum_set_input_line
cpu_set_irq_line_and_vector -> cpunum_set_input_line_and_vector

timer_suspendcpu -> cpunum_suspend/cpunum_resume
timer_holdcpu -> cpunum_suspend/cpunum_resume
cpu_getstatus -> cpunum_is_suspended
timer_get_overclock -> cpunum_get_clockscale
timer_set_overclock -> cpunum_set_clockscale

cpu_gettotalcycles -> cpunum_gettotalcycles
cpu_gettotalcycles64 -> cpunum_gettotalcycles64

keyboard_name -> code_name
keyboard_pressed -> code_pressed
keyboard_pressed_memory -> code_pressed_memory
keyboard_pressed_memory_repeat -> code_pressed_memory_repeat
keyboard_read_async -> code_read_async

install_mem_read*_handler -> memory_install_read*_handler
install_mem_write*_handler -> memory_install_write*_handler
install_port_read*_handler -> memory_install_read*_handler
install_port_write*_handler -> memory_install_write*_handler
memory_install_read*_handler_mirror -> memory_install_read*_handler
memory_install_write*_handler_mirror -> memory_install_write*_handler

READ_HANDLER -> READ8_HANDLER
WRITE_HANDLER -> WRITE8_HANDLER

- Miscellaneous cleanups and refactorings done primarily to support
a new MESS specific feature. Also removed some '#if 0' code. [Nathan Woods]

- New input port definitions, similar to the new memory map definitions. You can
continue to use the old PORT_BIT, PORT_BITX, and PORT_ANALOG macros for now, but
it is preferred going forward that all ports use only PORT_BIT, and append all
other flags and options using the new macros. See pacman.c for an example of the
new format. The new input ports also support tagging for easier tracking of ports,
and the ability to import port definitions from another set. [Nathan Woods]

- Two minor fixes to xml2info so that 'mame -listxml|xml2info' matches
'mame -listinfo' exactly. [Logiqx]

- New option in the Windows version: -wavwrite to save sound output to a WAV file. [smf]

- Removed -listinfo option now that xml2info produces fully correct output. [Aaron Giles]

- Added ADSP2181 variant to the ADSP21xx CPU cores. [Aaron Giles]

- Added support for many more instruction forms in x86drc.h. [Aaron Giles]

- Added consistency checking for the year field. [Nathan Woods]

- Removed some silly 6502 speedups in the Atari games. [Aaron Giles]


New Games supported or promoted from GAME_NOT_WORKING status:
-------------------------------------------------------------
Hangman [Pierpaolo Prazzoli]
Dragon Bowl [Pierpaolo Prazzoli]
Knightmare (prototype) [Pierpaolo Prazzoli]
Many new sets of Grayhound Trivia [Pierpaolo Prazzoli]
Psychic Force EX [smf]
Double Point [David Haywood]


New Clones supported or promoted from GAME_NOT_WORKING status:
--------------------------------------------------------------
Puchi Carat (World) [Brian Troha]
Dragon World II (ver. 110X, Export) [David Haywood]
Vapor TRX (prototype) [Aaron Giles]
Street Drivin' (prototype) [Aaron Giles]
Empire City: 1931 (US) [David Haywood]
Final Blow (US) [David Haywood]
Gold Medalist (alt) [Pierpaolo Prazzoli]
Saboten Bombers (set 2) [David Haywood]
Mega Zone (3 alternate sets) [David Haywood]
Street Fight [David Haywood]
Fantasy Land (set 2) [MASH]


New Non-Working games / clones supported
----------------------------------------
Idol Janshi Su-Chi-Pi Special [Pierpaolo Prazzoli]
The Killing Blade [David Haywood]
Squash (Ver. 1.0) [Pierpaolo Prazzoli]
Thunder Hoop [Pierpaolo Prazzoli]
Pocket Gal Deluxe [David Haywood]
Diet Go Go [David Haywood]
Double Wings [David Haywood]
Boogie Wings [David Haywood]
Osman [David Haywood]
Chain Reaction [David Haywood]
Magical Drop [David Haywood]
Magical Drop Plus [David Haywood]
Charlie Ninja [David Haywood]
Joe & Mac Returns [David Haywood]
Ganbare! Gonta!! 2 [David Haywood]
Heavy Smash [David Haywood]
World Cup Volley '95 [David Haywood]
Backfire! [David Haywood]
Space Lords (2 new sets) [Aaron Giles]
Moto Frenzy (3 new sets) [Aaron Giles]
BMC Bowling [David Haywood]
Meijinsen [David Haywood]
Mahjong Block Jongbou (Japan) [Pierpaolo Prazzoli]
Gals Panic 3 [David Haywood, Sebastien Volpe]
Tornado (2 sets) [David Haywood]
Street Fighter Alpha: Warriors' Dreams (Euro 950605) [Razoola]
Street Fighter Zero 2 (Oceania 960229) [Razoola]
Marvel Vs. Capcom: Clash of Super Heroes (Brazil 980123) [Razoola]
Street Fighter Alpha 3 (Brazil 980629) [Razoola]





Those of us here at MARP who use frontends to fire off mame may have difficulties until they get updated due to the removal of the -listinfo option.

Posted: Sat Jul 03, 2004 2:12 am
by INNUENDO
Why they don´t fix Getstar, Sexy and Gokujyou Parodius?? :oops: :cry: :cry:

Posted: Sat Jul 03, 2004 4:45 am
by mahlemiut
What's wrong with the Parodius games? They look fine to me...

Posted: Sun Jul 04, 2004 9:35 pm
by INNUENDO
Yes, they´re fine... on some stages. The emulation isn´t 100% on the backgrounds. One example: Sexy Parodius stage 2. There´s no background graphics. Is a black screen.

And US AFF MUSTANG... the graphic is stopped, but in Raine emu, works fine.

And Getstar... I never saved my initials in this game emulated by mame or other emu... I hope they fix all this problems on next future.

Posted: Mon Jul 05, 2004 4:45 am
by mahlemiut
INNUENDO wrote:Yes, they´re fine... on some stages. The emulation isn´t 100% on the backgrounds. One example: Sexy Parodius stage 2. There´s no background graphics. Is a black screen.
Hmmm... only right at the beginning of stage 2 though...

Also, on a side note, could you do your next Raiden recording with -nosound? (You'll need to set Free Play on)

Posted: Mon Jul 05, 2004 10:43 am
by Haze
INNUENDO wrote:Yes, they´re fine... on some stages. The emulation isn´t 100% on the backgrounds. One example: Sexy Parodius stage 2. There´s no background graphics. Is a black screen.

And US AFF MUSTANG... the graphic is stopped, but in Raine emu, works fine.

And Getstar... I never saved my initials in this game emulated by mame or other emu... I hope they fix all this problems on next future.
isn't the background *meant* to be lack at the start of one of the levels? (it then fades in)

no idea what you mean in mustang, i've played it to the end in Mame before.

getstar is a bootleg, its either a bug in the bootleg or a bug in the original game which also occurs in the bootleg. the original is protected.

maybe instead of complaining you should actually fix something?

Posted: Mon Jul 05, 2004 5:16 pm
by mahlemiut
Haze wrote:isn't the background *meant* to be lack at the start of one of the levels? (it then fades in)
There's no fading on this stage, just a background that scrolls on screen eventually. It does seem a little odd, there's usually some form of background, but I guess R.Belmont would know what's supposed to be there.

Posted: Tue Jul 06, 2004 12:43 am
by The TJT
One complaint Haze: WHY DIDN'T YOU ADD ANY PHOENIX CLONES THIS RELEASE!!! :lol:

Posted: Tue Jul 06, 2004 2:46 am
by BBH
hay mame team, i noticed that marvel vs capcom 1 is emuleted but not marvel vs capcom 2!!!!!!!!!! so could u plz emulete this for me? thx!!!!!!!!!11

Posted: Tue Jul 06, 2004 4:41 am
by destructor
I wait for Shinobi clones :evil:

2006

Posted: Tue Jul 06, 2004 6:16 am
by Stig
2006 for Shinobi, remember ?

Posted: Tue Jul 06, 2004 9:45 pm
by Haze
INNUENDO wrote: And US AFF MUSTANG... the graphic is stopped, but in Raine emu, works fine.
Ok, you mean the background doesn't scroll? fixed.

Posted: Wed Jul 07, 2004 1:05 am
by INNUENDO
Hey, Haze!! Thanks for the information! Good graphics on Mustang, right?

I´m so sorry, I can´t fix nothing... If I could help the MAME TEAM I could try to turn RAIDEN 2, playable. I really love this game and I want to see the Team2ch or WRX2 inps. ;)

I´ve played Getstar on arcade. The screen when you put the initials, worked... I´m so sad... the music theme is good. :cry:

Posted: Thu Jul 08, 2004 12:22 pm
by Haze
INNUENDO wrote:Hey, Haze!! Thanks for the information! Good graphics on Mustang, right?

I´m so sorry, I can´t fix nothing... If I could help the MAME TEAM I could try to turn RAIDEN 2, playable. I really love this game and I want to see the Team2ch or WRX2 inps. ;)

I´ve played Getstar on arcade. The screen when you put the initials, worked... I´m so sad... the music theme is good. :cry:
the background scrolls now, your report was so vague i can't really tell if thats what you were saying was broken.

raiden 2 is protected, nobody is working on it.

the original getstar is protected, so far all attempts to get an original board (not bootleg) for comparision have resulted in us being sold bootleg pcbs.

Posted: Sat Jul 10, 2004 1:13 am
by INNUENDO
raiden 2 is protected, nobody is working on it.

the original getstar is protected, so far all attempts to get an original board (not bootleg) for comparision have resulted in us being sold bootleg pcbs.[/quote]

Ahn, I understood. Thanks again, Haze. It´s nice to know the news about our favourite games. ;)