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Thread: MAME v136

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    MAME v136

    Version 136 is out.

    0.136
    -----

    MAMETesters Bugs Fixed
    ----------------------
    - 03603: [DIP/Input] karnov, karnovj: incorrect difficulty dipswitch
    (Tafoid)
    - 03604: [DIP/Input] oscar, oscaru, oscarj1, oscarj2: Incorrect
    difficulty dipswitch (Tafoid)
    - 03142: [DIP/Input] All drivers using PORT_CHANGED callbacks: Input
    port callback functions are not triggered correctly during
    INP playback. (mahlemiut)
    - 03493: [Gameplay] spacedxo: The game reboots itself after title
    screen (Fabio Priuli)
    - 03608: [Multisession] scontra, scontraj: Tile/graphic corruption on
    multiple launches of Super Contra (Fabio Priuli)
    - 03611: [Crash/Freeze] 1943, 1943j, 1943kai: Crash when starting
    1943 in Service Mode (Fabio Priuli)
    - 03598: [Original Reference] plotting, flipull: YM2203 speed
    adjustment (Tafoid)
    - 03593: [Graphics] captaven & clones: Intro text scrolls from wrong
    direction (Pierpaolo Prazzoli)
    - 03596: [Crash/Freeze] All sets in konamigv.c, mitchell.c: Attempt to
    register save state entry after state registration is closed
    (Aaron Giles)
    - 03597: [Original Reference] outrun, outrunra, outruno, outrundx,
    outrunb: Incorrect vsync speed on Outrun (Tafoid)

    Source Changes
    --------------
    hng64 improvements: [Andrew Gardner]
    - RoadsEdge & XRally polygons are now visible.
    - Improved geometry chunk type 0x2e.
    - Fleshed out the īchunk type bitsī a little. This will be verified
    against type 0x24.
    - Xrally and roadedge hng64 screens no longer run at 10fps.
    - Fixed polygon lookup in driving games.

    Changed behavior of -watchdog option to act like a real watchdog. It
    now specifies the number of seconds after the last video update that
    will cause auto-termination of MAME. Also modified it to output a
    message when the watchdog triggers the exit. [Aaron Giles]

    Updated windows.txt to reflect this option and the debugger_font
    options which were never previously documented. [Aaron Giles]

    EEPROM changes: [Aaron Giles]
    - Fixed auto EEPROM region to properly handle 16-bit data.
    - Changed EEPROM device to initialize EEPROM at NVRAM load time
    rather than init time, giving DEVICE_INIT handlers a chance to
    muck with the data first.
    - Removed _NODEFAULT_ forms of EEPROM driver macros. If you need to
    add default data, follow the MDRV_EEPROM_ADD() with
    MDRV_EEPROM_DATA().
    - Updated remaining drivers to the new EEPROM device code. Many of
    them now require a default EEPROM to be loaded along with the
    ROMs, rather than hard-coded data in the driver
    - Exposed an address space for EEPROM devices, meaning the memory
    is now visible in the debugger and can be accessed via expressions
    - Updated all systems that muck directly with EEPROM memory to
    use memory accessors instead on the EEPROM address space.
    - Removed old EEPROM implementation

    cb2001: added many new opcodes [robiza]

    Split ADC1038, Konami 033906 and Konami 056230 emulation from
    gticlub.c and konppc.c. Also, converted them to be devices and updated
    PPC Konami games to use the new code. [Fabio Priuli]

    Added a bunch of new protection handlers for Spark Man [Angelo Salese]

    sub.c - Put in board XTAL and came up with some seeming better clock
    speed approximations until board readings can be done. [Tafoid]

    mcr.c - Sets tron3 and tron4 donīt appear to have a valid working
    cocktail mode video or controls (upright player2 works fine). Flagged
    as GAME_NO_COCKTAIL. [Tafoid]

    subs.c - Added DIP LOCATIONS. [Tafoid]

    Updated qdrmfgp.c to use Konami video devices. [Fabio Priuli]

    Cleaned up a bunch of things in the gladiatr.c driver [Angelo Salese]

    Removed sysconfig section from game_driver struct. Made
    compatible_with attribute available for MAME too (with NULL value set
    in GAMEL macro). [Miodrag Milanovic]

    Added preliminary device version of Konami video ICs used in PowerPC
    games (001005, 001006, 001604 and 037122). [Fabio Priuli]

    Converted all Taito custom I/O and video ICs to devices and updated
    all drivers to use them. [Fabio Priuli]

    Simplified bloodbro gfx decoding and removed unnecessary DRIVER_INIT.
    Marked two weststry sprite ROMs as BAD_DUMP [David Haywood]

    Converted Namco IO chips 56xx, 58xx and 59xx to be devices and
    converted gaplus.c, mappy.c and toypop.c to use the new code.
    [Fabio Priuli]

    Allow any device memory (not just CPUīs) to be accessed via debug
    expressions. Removed support in the expression engine for EEPROM-
    specific accesses. [Aaron Giles]

    Converted Fujitsu MB87078 Volume Controller to be a device and
    updated taito_b.c to use the new code (itīs the only driver
    emulating this chip atm). [Fabio Priuli]

    merit.c - Fixed what might be a copy/paste error in two sets
    (trvwz3h, trvwz3v) where two roms had the same filename in the same
    romset. [Tafoid]

    Renamed tilemap -> tilemap_t, as the name ītilemapī is too commonly
    used for statics and structure members, and some compilers (esp. C++
    compilers) donīt allow that. [Aaron Giles]

    Fix for INP recording ports that have changed notification. Also
    prevents new inputs from affecting recorded inputs during playback.
    [mahlemiut]

    Updated srcclean to remove "invisible spaces" immediately preceding
    tabs. [Atari Ace]

    Cleaned up braces in the code so that they are properly balanced.
    [Atari Ace]

    Optimized RDP implementation further with more flattened branches.
    [Harmony]

    Converted a number of vector opcodes to the RSP DRC core. [Harmony]

    Unrolled and optimized a number of vector opcodes in the interpreter
    RSP core. [Harmony]

    Extended the devtempl.h file to support device address spaces.
    [Aaron Giles]

    cmmb.c - Identified and marked Service Mode DIP. [Tafoid]

    Converted the NMK112 to be a device and updated drivers using it
    accordingly. [Fabio Priuli]

    Added GAME_SUPPORTS_SAVE flag to psikyosh.c, since the conversion to
    eeprom devices fixed the remaining issues with save states.
    [Fabio Priuli, Aaron Giles]

    Changed Caveman Ninja driver to use Partial Updates for Raster Effects
    instead of buffering scanline data [David Haywood]

    Changed Deco32 driver to use Partial Updates for Raster Effects
    instead of buffering scanline data (but left Dragon Gun using the
    buffering, because the video rendering code is far too slow with 224
    partial updates for now) [David Haywood]

    Commented out some harmful and suspicious looking interrupt generation
    in NamcoND1 driver until itīs being properly verified; fixes Game
    Options menu in NCV2 test mode. [David Haywood]

    adp.c improvements: [Angelo Salese]
    - Fixed some minor quirks
    - Improved Backgammon memory map
    - Implemented RAMDAC for Fun Land Deluxe

    Fixed error in codegen for drol/dror opcodes in the x86 back-end.
    [Aaron Giles]

    Re-implemented misaligned memory handling in the RSP DRC as before.
    [Aaron Giles]

    Explicitly sign-extend 32-bit indexes for load/loads/store on 64-bit
    machines to prevent overflow issues. Fixes DRC crash in mtetrisc.
    [Aaron Giles]

    Fixed a few DRC-ized vector load/store opcodes in the RSP core.
    [Harmony]

    Hardware multiplication and division on the SNES takes 8 machine
    cycles to complete. [Wilbert Pol]

    Fixed x86 HLT instruction handling [Phill Harvey-Smith]

    Made LA Girls and clone of Play Girls. Itīs clearly a bootleg
    hardware clone. Title & background change, but the demo play and
    block arrangement are identical. Added info from the Guruīs website
    about the reported manufacture company and year for LA Girls. Added a
    note about Tube-it having the copyright and manufacture info removed.
    [Brian Troha]

    Added additional information to the dipswitches and configurations
    sections in the -listxml output [Oliver Stoneberg]

    Changed Green Beret sound chip to SN76489 and indicated that the
    bootleg has an undumped PAL and PROMs [Kevin Eshbach]

    New games added or promoted from NOT_WORKING status
    ---------------------------------------------------
    Final Fight (Japan, hack) [bonky0013, JacKc, Fabio Priuli]

    New clones added
    ----------------
    Spark Man (v 2.0, set 2) [Stefan Lindberg] (Not Working)
    Cherry Master I (ver.1.01) (various bootleg? sets) [David Haywood]
    Block (Game Corporation bootleg, set 3) [David Haywood]
    Multi Fish (030124) [MetalliC]
    Shaolinīs Road (bootleg) [Kevin Eshbach]

    New games marked as GAME_NOT_WORKING
    ------------------------------------
    Cycle Mahbou [Angelo Salese, Chackīn, Team Japump, Dumping Union]
    Race Drivinī Panorama [David Haywood]
    Metal Maniax (prototype) [David Haywood]

  2. #2
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    There seems to have been quite a lot of updates in this latest release, although the rom update wasn't that big, and the CHD update is only 500MB, which is very small in CHD terms.

    They seem to be taking their time on PG getting the Extras torrent updated though. It's still as 0.134. And the full CHD torrents seem a couple of versions behind now too.

    If you haven't played a classic game in years, it's never too late to start!


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    Quote Originally Posted by Harrison View Post
    They seem to be taking their time on PG getting the Extras torrent updated though. It's still as 0.134. And the full CHD torrents seem a couple of versions behind now too.
    Yeah, I noticed that too.

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    Wow, UG now has the newest v136 CHD set, and it's 182.04 GB big!!

  5. #5
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    78GB larger than the last one? I need more HDD space!

    Or have they combined the CHD and LD-CHD sets together as that would add up to that size?

    If you haven't played a classic game in years, it's never too late to start!


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    Quote Originally Posted by Harrison View Post
    Or have they combined the CHD and LD-CHD sets together as that would add up to that size?
    I think so, perhaps soon will be the time to get rid of the Daphne set, if MAME fully emulates the LDs.

  7. #7
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    Yep. However is MAME emulating all of Daphne's LD games yet? I've not checked.

    If you haven't played a classic game in years, it's never too late to start!


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    Quote Originally Posted by Harrison View Post
    Yep. However is MAME emulating all of Daphne's LD games yet? I've not checked.
    Don't know that either, but I think they should do 2 different sets, one only for MAME CHD files, and a second one only for the LD games, instead of merging them together.
    Last edited by Demon Cleaner; 11th January 2010 at 16:44.

  9. #9
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    I agree. It is too large and I don't think everyone will be interested in wanting them all. Although you can pick which if the files form the torrent you wish to download, so if you only wanted a couple of games, or just the LD games, then you could still do it that way.

    I for one am really mostly interested in the LD games rather than the rest of the HDD based CHD set for MAME as most of the other games still don't play well, or get boring fast. Only AvP and Area 51 really have any long term appeal to me. Whereas I can keep replaying the LD games over and over.

    If you haven't played a classic game in years, it's never too late to start!


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    But did you already try the LD games in MAME? I love the LD games, but as usual I don't have the time to play them. Dragon's Lair was my alltime favorite when it came out in the arcades, I was so overwhelmed, and I still love it. The other one I played was Space Ace, and I loved that too. I played them on the fair together with a friend, and we completed both of them with only one life easily. But there was a lot of exercise, and coin inputing before reaching that goal

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